Gaming system and method providing multi-function symbol accumulation sequences

ABSTRACT

In various embodiments, the present disclosure relates generally to gaming systems and methods that provide a first game sequence including an accumulation of designated symbols during a plurality of sequential plays of one or more of a plurality of different games of the first game sequence. In various embodiments, the gaming system determines which of the plurality of different games are employed for each play of a game of the first game sequence based on the quantity of accumulated symbols for that first game sequence prior to the start of that game play.

BACKGROUND

The present disclosure relates to multi-function symbol accumulationsequences for gaming environments.

Gaming machines may require a player to place a wager to activate a playof the primary game. Gaming machines may provide a player one or moreawards in a play of a primary game. Gaming machines may determine suchawards based on a winning symbol or a winning symbol combination. Gamingmachines may provide higher awards for winning symbols or winning symbolcombinations that are less likely to occur in a play of a primary game.Gaming machines may provide a play of a secondary game responsive to anoccurrence of a triggering event in a play of a primary game. Gamingmachines may provide a player one or more additional awards in a play ofa secondary game.

BRIEF SUMMARY

In various embodiments, the present disclosure relates to a gamingsystem including a processor and a memory device that stores a pluralityof instructions that, when executed by the processor, cause theprocessor to cause a display, by a display device, of a first gamesequence including a plurality of plays of a plurality of differentgames, accumulate any designated symbols that are generated anddisplayed during the displayed first game sequence, wherein for each ofthe plurality of plays of the plurality of different games of the firstgame sequence, which of the different games is played depends of aquantity of the designated symbols accumulated during the first gamesequence prior to a start of that play, and cause a display, by thedisplay device, of any determined awards for the plays of the differentgames of the first game sequence. The plurality of instructions, whenexecuted by the processor, further cause, responsive to an accumulationof a designated quantity of the designated symbols, a display, by thedisplay device, of a second game sequence that employs the accumulateddesignated quantity of designated symbols, and a display, by the displaydevice, of any determined awards for the second game sequence.

In other various embodiments, the present disclosure relates to a gamingsystem including a processor and a memory device that stores a pluralityof instructions that, when executed by the processor, cause theprocessor to, responsive to a first occurrence of a game triggeringevent: cause a display, by a display device, of a first play of a firstgame including a display of a first set of symbols generated from aplurality of different symbols, the plurality of different symbolsincluding a plurality of designated symbols, determine any awards forthe first play of the first game based on the first set of symbols,cause a display, by the display device, of any determined awards for thefirst play of the first game, and accumulate any of the displayeddesignated symbols from the first play of the first game. The pluralityof instructions, when executed by the processor, responsive to a secondoccurrence of the game triggering event: responsive to less than a firstdesignated quantity of the designated symbols being accumulated from thefirst play of the first game: cause a display, by the display device, ofa second play of the first game including a display of a second set ofsymbols generated from the plurality of different symbols, determine anyawards for the second play of the first game based on the second set ofsymbols, cause a display, by the display device, of any determinedawards for the second play of the first game, and accumulate any of thedisplayed designated symbols from the second play of the first game. Theplurality of instructions, when executed by the processor, responsive toa second occurrence of the game triggering event: responsive to thefirst designated quantity of the designated symbols being accumulatedfrom the first play of the first game: cause a display, by the displaydevice, of a first play of a second game including a display of a thirdset of symbols generated from the plurality of different symbols,wherein the first play of the second game has a greater likelihood ofdisplaying any of the designated symbols than the second play of thefirst game, determine any awards for the first play of the second gamebased on the third set of symbols, cause a display, by the displaydevice, of any determined awards for the first play of the second game,and accumulate any of the displayed designated symbols from the firstplay of the second game. The plurality of instructions, when executed bythe processor, responsive to an occurrence of an accumulation of asecond game triggering designated quantity of the designated symbols:cause a display, by the display device, of a second game sequence thatemploys the accumulated designated quantity of designated symbols, andcause a display, by the display device, of any determined awards for thesecond game sequence.

In other various embodiments, the present disclosure relates to a methodof operating a gaming system, said method including: causing a display,by a display device, of a first game sequence including a plurality ofplays of a plurality of different games, accumulating, by a processor,any designated symbols that are generated and displayed during thedisplayed first game sequence, wherein for each of the plurality ofplays of the plurality of different games of the first game sequence,which of the different games is played depends of a quantity of thedesignated symbols accumulated during the first game sequence prior to astart of that play, and causing a display, by the display device, of anydetermined awards for the plays of the different games of the first gamesequence. The method further includes, responsive to an accumulation ofa designated quantity of the designated symbols, causing a display, bythe display device, of a second game sequence that employs theaccumulated designated quantity of designated symbols, and causing adisplay, by the display device, of any determined awards for the secondgame sequence.

Additional features and advantages are described in, and will beapparent from, the following Detailed Description and the figures.

BRIEF DESCRIPTION OF THE FIGURES

FIGS. 1A and 1B (collectively “FIG. 1”) are flow charts of an exampleprocess for operating a gaming system of the present disclosure thatprovides first and second designated symbol accumulation game sequences,wherein the quantities of accumulated designated symbols controlmultiple different features of the first and second game sequences.

FIGS. 2A, 2B, 2C, 2D, 2E, 2F, 2G. 2H, 2I, and 2J are example screenshots displayed by one example embodiment of the gaming system of thepresent disclosure, and illustrating a plurality of plays of games of anexample first game sequence, wherein the quantities of accumulateddesignated symbols control multiple different features of the first gamesequence.

FIGS. 3A, 3B, 3C, 3D, 3E, 3F, 3G, 3H, 3I, 3J, 3K, 3L, and 3M are examplescreen shots displayed by one example embodiment of the gaming system ofthe present disclosure, and illustrating a plurality of plays ofdifferent games of an example first game sequence and a plurality ofplays of a game of an example second game sequence, wherein thequantities of accumulated designated symbols control multiple differentfeatures of the first and second game sequences.

FIG. 4 is a schematic block diagram of one example embodiment of anelectronic configuration of a gaming system of the present disclosure.

FIGS. 5A and 5B are perspective views of example alternative embodimentsof the gaming system of the present disclosure.

FIG. 5C is a front view of an example personal gaming device of thegaming system of the present disclosure.

DETAILED DESCRIPTION First and Second Accumulation Game Sequences

In various embodiments, the present disclosure relates generally togaming systems and methods that provide a first game sequence includingan accumulation of designated symbols during a plurality of sequentialplays of one or more of a plurality of different games of the first gamesequence. In various embodiments, the gaming system determines which ofthe plurality of different games are employed for each play of a game ofthe first game sequence based on the quantity of accumulated symbols forthat first game sequence prior to the start of that game play. Invarious such embodiments, two or more of the different games of thefirst game sequence have different probabilities of generating anddisplaying one or more of the designated symbols for furtheraccumulation during the first game sequence. In various suchembodiments, the gaming system modifies one or more features of one ofthe games of the first game sequence to determine the next differentgame of the first game sequence based on the then accumulated quantityof designated symbols in the first game sequence. In variousembodiments, the plurality of different games are each similar but haveone or more different features.

In various embodiments of the present disclosure, for each play of eachgame of the first game sequence, the gaming system: (1) randomlydetermines a plurality of symbols; (2) displays the randomly determinedsymbols at a plurality of symbol display positions; (3) determines anyawards based on those displayed symbols; (4) displays any determinedawards; (5) accumulates any displayed symbols that are designatedsymbols (i.e., accumulates zero, one, or more of any designated symbolsdisplayed at any of the symbol display positions for that play of a gameof the first game sequence); and (6) causes any accumulated designatedsymbols in the first game sequence to continue to be displayed for eachsubsequent play of any game of the first game sequence until one of areset event occurs and a second game sequence triggering event occurs.In various such embodiments, for this last (i.e., sixth) step, thegaming system continues to display each of the accumulated designatedsymbols displayed at the respective symbol display positions that thosedesignated symbols are generated and displayed at during one or moreprevious game plays of the first game sequence for one or moresubsequent game plays of the first game sequence until the reset eventoccurs (as explained below) or until the end of a second game sequence(as explained below). In various embodiments, the designated symbols areindividually associated with awards (such as credit values) and theawards determined for each play of the games of the first game sequenceare partly based on the accumulated designated symbols. It should beappreciated that in other embodiments, the designated symbols do notneed to be individually associated with awards (such as credit values).

In various embodiments of the present disclosure, responsive to anoccurrence of a reset event, the gaming system resets the quantity ofaccumulated designated symbols for the first game sequence. In varioussuch embodiments, responsive to an occurrence of a reset event, thegaming system resets the quantity of accumulated designated symbols forthe first game sequence to zero such that none of the previouslyaccumulated designated symbols in that first game sequence continue tobe displayed for subsequent game plays of the first game sequence(unless they are regenerated and redisplayed in any subsequent gameplays of the first game sequence). In various embodiments, responsive tothe occurrence of the reset event, the gaming system also effectivelyresets which of the plurality of different games will be employed forthe next play of a game of the first game sequence.

In various embodiments of the present disclosure, the reset event occurswhen less than a minimum quantity of designated symbols are accumulatedin a determined quantity of game plays of the first game sequence. Forexample, in various such embodiments, the reset event occurs when noadditional designated symbols are accumulated in a determined quantityof game plays of the first game sequence such as three consecutive gameplays of the first game sequence. It should be appreciated that thereset event may occur based on one or more other conditions inaccordance with the present disclosure.

In various embodiments of the present disclosure, responsive to anoccurrence of a second game sequence triggering event, the gaming systemprovides a second game sequence. For example, in various embodiments,the second game sequence triggering event includes the accumulation of atriggering quantity of accumulated designated symbols during the firstgame sequence. In various embodiments, the triggering quantity ofaccumulated designated symbols during the first game sequence is astatic quantity such as six accumulated designated symbols. It should beappreciated that the second game sequence triggering event may occurbased on one or more other conditions in accordance with the presentdisclosure.

In various embodiments of the present disclosure, for the second gamesequence, the gaming system employs the previously accumulateddesignated symbols generated and displayed at any of the symbol displaypositions during the first game sequence for the subsequent second gamesequence. In various embodiments, for the second game sequence, thegaming system employs a plurality of plays of a game in which additionaldesignated symbols can be generated, displayed, and further accumulatedat the respective symbol display positions. In various embodiments, forthe second game sequence, the gaming system at least partly determinesany awards based on the individual awards (such as credit values)associated with the accumulated designated symbols from the first gamesequence and from the subsequent second game sequence.

Such a configuration of enabling a player to accumulate designatedsymbols which are then used for multiple different functions including:(1) for determining which different games are provided in the first gamesequence, (2) for determining reset events, (3) for determining awardsin the first game sequence, (4) for triggering the second game sequence,and (5) for determining awards in the second game sequence, increasesthe player's anticipation as more and more designated symbols areaccumulated for the play(s) of the different games of first gamesequence. Such a configuration further increases the volatility of thegaming system by providing that the play(s) of certain of the differentgames of the first game sequence having a greater chance of accumulatingadditional designated symbols (than one or more of the other differentgames of the first game sequence) and thus provides a greater chance oftriggering the second game sequence and in avoiding the reset event.

While certain embodiments described below are directed to a plurality ofdifferent primary games (such as primary wagering games) that are partof the first game sequence, it should be appreciated that suchembodiments may additionally or alternatively be employed in associationwith secondary games, such as a plurality of different secondary gamesthat are part of the first game sequence. Additionally, while theplayer's credit balance, the player's wager, and any awards aredisplayed amounts of monetary credits or currency in certain of theexample embodiments described herein, one or more of such player'scredit balance, such player's wager, and any awards provided to such aplayer may be for non-monetary credits, promotional credits, and/orplayer tracking points or credits.

FIG. 1 (including FIGS. 1A and 1B) is a flowchart of an example process100 of operating a gaming system of the present disclosure. In variousembodiments, the process is represented by a set of instructions storedin one or more memories and executed by one or more processors. Althoughthe process is described with reference to the flowchart shown in FIG.1, many other processes of performing the acts associated with thisillustrated process may be employed. For example, the order of certainof the illustrated blocks or diamonds may be changed, certain of theillustrated blocks or diamonds may be optional, or certain of theillustrated blocks or diamonds may not be employed.

In this example embodiment, the gaming system determines the quantity ofdesignated symbols that have been accumulated from any previous plays ofgames of the first game sequence for a next game play of the first gamesequence, as indicated by block 102 of FIG. 1.

In this example embodiment, the gaming system selects one of thedifferent games for that next game play of the first game sequence basedon the determined quantity of designated symbols that have beenaccumulated from previous game plays of the first game sequence for thatnext game play, as indicated by block 104 of FIG. 1. In one suchexample: (1) if zero designated symbols have been accumulated fromprevious game plays of the first game sequence, for that next game play,the gaming system selects a first game of the plurality of differentgames for the next game play of the first game sequence; (2) if morethan zero but less than a first threshold quantity of designated symbols(such as three designated symbols) have been accumulated from previousgame plays of the first game sequence, for that next game play, thegaming system selects the same first game of the plurality of differentgames for the next game play of the first game sequence; (3) if at leastthe first threshold quantity (such as the three designated symbols) butless than a second threshold quantity of designated symbols (such asfive designated symbols) have been accumulated from previous game playsof the first game sequence, for that next game play, the gaming systemselects a second different game of the plurality of different games forthe next game play of the first game sequence; and (4) if at least thesecond threshold quantity (such as five designated symbols) have beenaccumulated from previous game plays of the first game sequence, for thenext game play, the gaming system selects a third different game of theplurality of different games for the next game play of the first gamesequence. In this example embodiment, the likelihood of one or moredesignated symbols being generated, displayed, and accumulated in a playof a game is different for each of the different games. For instance, inthe this example embodiment: (1) the likelihood of one or moredesignated symbols being generated, displayed, and accumulated for aplay of the first game is less than the likelihood of one or moredesignated symbols being generated, displayed, and accumulated for aplay of the second different game; and (2) the likelihood of one or moredesignated symbols being generated, displayed, and accumulated for aplay of the different second game is less than the likelihood of one ormore designated symbols being generated, displayed, and accumulated fora play of the different third game. Thus, in this example embodiment, asmore designated symbols are accumulated (such as after three designatedsymbols and after five designated symbols have been accumulated in thefirst game sequence), more designated symbols are more likely to furtherbe accumulated in further game plays of the first game sequence. Itshould be appreciated that the quantities of different games and thedifferent threshold quantities may vary in accordance with the presentdisclosure.

It should thus be appreciated that in various embodiments of the presentdisclosure, the gaming system selects one of the different games for anext game play of the first game sequence based on the quantity ofdesignated symbols that have been accumulated from any previous gameplays of the first game sequence (provided that no reset event hasoccurred). It should also be appreciated that if a reset event hasoccurred, the gaming system resets the accumulated quantity ofdesignated symbols to zero for the first game sequence, and the gamingsystem thus makes the game selection based on this reset quantity (suchas zero). In various embodiments, a reset event will thus effectivelycause a reset of which different game will be provided for the next gameplay of the first game sequence.

Turning back to FIG. 1, in this example embodiment, the gaming systemenables a player to place a wager to play the selected one of thedifferent games of the first game sequence, as indicated in block 106 ofFIG. 1. In various such embodiments, the gaming system enables a playerto place a wager from a plurality of different wagers.

In response to the placement of the wager, the gaming system causes theplay of the selected one of the different games of the first gamesequence, as indicated in block 108 of FIG. 1. In various embodiments ofthe present disclosure, for the play of selected game, the gamingsystem: (1) randomly determines a plurality of symbols; (2) displays therandomly determined symbols of a plurality of symbol display positions;(3) determines any awards based on those displayed symbols; and (4)displays any determined awards, as indicated by block 110 of FIG. 2. Itshould be appreciated that in various embodiments for each game play ofthe first game sequence, the gaming system keeps any previouslyaccumulated designated symbols at their respective symbol displaypositions and does not override those symbols.

The gaming system accumulates any displayed symbols that are designatedsymbols for that play of the selected game of the first game sequence(i.e., accumulates zero, one, or more of any designated symbolsdisplayed in any of the symbol display positions for that game play), asindicated by block 112 of FIG. 1. In certain embodiments, the gamingsystem accumulates designated symbols for each designated symboldisplayed at a symbol display position not otherwise associated with apreviously accumulated designated symbol. In other words, the gamingsystem of these embodiments accumulates up to one designated symbol foreach symbol display position. For example, for a first play of a game ofthe first game sequence (i.e., where no designated symbols werepreviously accumulated in association with any symbol display positionsfor this first game sequence), the gaming system accumulates anygenerated designated symbols displayed at the respective symbol displaypositions and indicates the accumulation of such designated symbols atsuch symbol display positions with designated symbol accumulationindicators. An appropriate messages such as “YOU COLLECTED TWODESIGNATED SYMBOLS” may be provided to the player visually, or throughsuitable audio or audiovisual displays. Following this accumulation, thegaming system indicates that a designated symbol has been accumulated inassociation with that symbol display position.

The gaming system causes any accumulated designated symbols in the firstgame sequence to continue to be displayed (at the same respective symboldisplay positions in which they were generated) for each subsequent playof any game of the first game sequence until a reset event occurs oruntil a second game sequence triggering event occurs, as indicated byblock 114 of FIG. 1.

It should thus be appreciated that in various embodiments, onceaccumulated in association with a symbol display position for one playof a game of the first game sequence, the gaming system does not displayany other symbols (including any other designated symbols) at that samesymbol display position for one or more subsequent plays of the firstgame sequence. In these embodiments, the indication of an accumulateddesignated symbol at a symbol display position for one play of the gameof the first game sequence thus prevents or otherwise blocks othersymbols from subsequently being displayed at that symbol displayposition for subsequent plays of the game of the first game sequence. Itshould be appreciated that in other various embodiments, onceaccumulated in association with a symbol display position for one gameplay of the first game sequence, the gaming system can display one ormore symbols at that same symbol display position for one or moresubsequent plays of the first game sequence. For example, the indicationof the accumulated designated symbols at symbol display positions forthe first play of the game of the first game sequence does not preventother symbols from subsequently being displayed at those symbol displaypositions for subsequent plays of the game of the first game sequence.

Turning back to FIG. 1, the gaming system determines if a second gamesequence triggering event has occurred, as indicated by diamond 116 ofFIG. 1.

Responsive to the second game sequence triggering event occurring, thegaming system provides the second game sequence to the player, asindicated by block 118. In certain embodiments, the gaming systemenables the accumulation of further displayed designated symbols duringthe second game sequence as further described below. In certain of theseembodiments, the designated symbols accumulated in the first gamesequence and the additional designated symbols accumulated in the secondgame sequence are employed to determine awards in the second gamesequence. In certain other embodiments, the gaming system does notenable accumulation of further displayed designated symbols during thesecond game sequence. In certain embodiments, at the end of the secondgame sequence, the gaming system removes any accumulated designatedsymbols and returns to the beginning of the first game sequence (block102).

Responsive to a game play of the first game sequence causing anaccumulation of any additional designated symbols, the gaming systemincrease a game play counter associated with the first game sequence, asindicated in block 120 of FIG. 1. The game play counter tracks thequantity of game plays of the first game sequence that do not result inany additional accumulation of at least a determined quantity ofdesignated symbols. In certain embodiments, the determined quantity isone; but it should be appreciated that the determined quantity may beany suitable quantity in accordance with the present disclosure.

The gaming system determines if the game play counter for the first gamesequence has reach a predefined reset triggering quantity of plays ofthe first game sequence, as indicated by diamond 122 of FIG. 1.

Responsive to the game play counter not reaching the predefined resettriggering quantity of games for the first game sequence, the gamingsystem returns to block 106 and enables a player to place another wagerfor another play one of the different games of the first game sequence.That is, if the reset condition has not occurred for the first gamesequence, the gaming system determines the quantity of accumulateddesignated symbols and determines which of the different games will bethe next game in the first game sequence, and awaits for another wagerto be placed that game play of the first game sequence, as indicated byblocks 102, 104, and 106.

Responsive to the game play counter for the first game sequence reachingthe predefined reset triggering quantity of plays of the first gamesequence, the gaming system resets the first game sequence such that thepreviously accumulated designated symbols are removed, as indicated byblock 124 of FIG. 1. More specifically, responsive to the game playcounter reaching the predefined reset triggering quantity of games forthe first game sequence, the gaming system resets the first gamesequence and removes each of any designated symbols accumulated inassociation with any of the symbol display positions. In other words,upon the game play counter reaching the predefined quantity of gamesassociated without a determined additional designated symbolaccumulation for the first game sequence, the gaming system resets anypreviously accumulated designated symbols such that the first gamesequence continues with zero accumulated designated symbols. The gamingsystem then returns to block 102.

It should be appreciated that enabling a player to play a first gamesequence to accumulate designated symbols (which are then used formultiple different purposes in the first game sequence and in the secondgame sequence) increases the player's anticipation as more and moredesignated symbols are accumulated for the game plays of the first gamesequence. Such a configuration further increases the volatility of thegaming system by providing that certain of the games plays of the firstgame sequence is, on average, associated with a greater average expectedpayout than any of the other game plays of the first game sequence.

Turning now to FIGS. 2A, 2B, 2C, 2D, 2E, 2F, 2G. 2H, 2I, and 2J, oneexample embodiment of the gaming system of the present disclosureincluding a plurality of plays of a game of an example first gamesequence, wherein the quantities of accumulated designated symbolscontrol multiple different features of the first game sequence isillustrated. In this example, the games of the first game sequenceinclude a first slot game 210 with five reels, 212, 214, 216, 218, and220 and a plurality of different symbols on each reel including one ormore designated symbols on each reel. The designated symbols on eachreel are associated with different awards (such as credits); although itshould be appreciated that the designated symbols can be alternativelyconfigured in accordance with the present disclosure. It should also beappreciated that any suitable quantity of reels and any suitable reelgame may be employed in accordance with the present disclosure.

FIG. 2A illustrates the first game 210 of the first game sequence beforethe first game play of the first game sequence has occurred. The gamingsystem has determined the quantity of designated symbols that have beenaccumulated from any previous plays of games of the first game sequencefor this upcoming next game play of the first game sequence. In thisexample, zero designated symbols are accumulated at this point in timeand the gaming system has selected the first game 210 for the next gameplay based on this determination that zero designated symbols have beenaccumulated from previous game plays of the first game sequence. FIG. 2Afurther illustrates that a designated quantity (i.e., six) of designatedsymbols need to be accumulated to trigger the second game sequence.

The gaming system enables a player to place a wager to play the selectedfirst game 210 of the first game sequence. In response to the placementof the wager, the gaming system causes the first play of the selectedfirst game 210 of the first game sequence. FIGS. 2B and 2C illustrateparts of the first play of the first game including the gaming systemspinning the reels 212, 214, 216, 218, and 220 and stopping the reels todisplay the (gaming system) randomly determined symbols on the reels ina plurality of symbol display positions for this play of the first gameof the first game sequence. The gaming system determines any awardsbased on those displayed symbols, and as illustrated in FIG. 2C displaysany determined awards. In this example, the gaming system determines theaward of 200 credits based on the two designated symbols 250 and 260,which in this example embodiment are each associated with static creditamounts of 100 credits. As further shown in FIG. 2C, the gaming systemaccumulates the two displayed designated symbols 250 and 260 from thatplay of the first game of the first game sequence. The gaming systemcauses these two accumulated designated symbols 250 and 260 to continueto be displayed (at the same respective symbol display positions inwhich they were generated) for each subsequent play of any games of thefirst game sequence as illustrated in FIGS. 2D, 2E, 2F, 2G, 2H, and 2I.

The gaming system also determines at this point if a second gamesequence triggering event has occurred. In this example, the second gametriggering event is six accumulated designated symbols as indicated inFIG. 2A, and the gaming system determines that the second game sequencetriggering event has not occurred.

The gaming system also determines at this point if a reset event hasoccurred. In this example, the reset event occurs when game play counterfor the first game sequence has reach a determined quantity ofsequential game plays of the first game sequence where no additionaldesignated symbols are accumulated. In this example, the quantity ofsequential game plays are three sequential game plays of the first gamesequence where no additional designated symbols are accumulated. In thisexample, since this first play of the first game has resulted in twodesignated symbols being accumulated, the gaming system increases thegame play counter to three as indicated in FIG. 2C by the “3 SpinsRemaining To Collect More Designated Symbols Before Reset” indication.FIG. 2C thus illustrates the positions of these two accumulateddesignated symbols 250 and 260, and that the game play counter is threespins remaining in which more designated symbols must be accumulated tomaintain the accumulation of these two accumulated designated symbols.

The gaming system further determines the quantity of designated symbolsthat have been accumulated from any previous plays of games of the firstgame sequence for a next game play of the first game sequence. In thisexample, three designated symbols need to be accumulated to cause thegaming system to select a different game for the next play of the firstgame sequence. Since only two designated symbols have been accumulatedso far during this example first game sequence, the gaming system againselects the first game 210 of the plurality of different games for thenext game play of the first game sequence based on the determinedquantity of accumulated designated symbols, which is two in thisexample.

In response to the placement of the wager for this second play of thefirst game, the gaming system causes the second play of the selectedfirst game. FIGS. 2D and 2E illustrate parts of second play of the firstgame including the gaming system spinning the reels and stopping thereels 212, 214, 216, 218, and 220 to display the (gaming system)randomly determined symbols at a plurality of symbol display positionsfor this second play of the first game of the first game sequence. Thegaming system determines any awards based on those displayed symbols,and as illustrated in FIG. 2E displays any determined awards. In thisexample, the gaming system determines the award of 200 credits based onthe two previously accumulated designated symbols, which in this exampleembodiment are associated with static credit amounts of 100 credits. Asfurther shown in FIG. 2E, the gaming system does not accumulate anyfurther designated symbols from this second play of the first game ofthe first game sequence because no additional designated symbols weregenerated and displayed for this second play of the first game. Thegaming system continues to cause the two previously accumulateddesignated symbols to continue to be displayed (at the same respectivesymbol display positions in which they were generated) for eachsubsequent play of any games of the first game sequence as illustratedin FIGS. 2F, 2G, 2H, and 2I.

The gaming system also determines at this point if a second gamesequence triggering event has occurred. In this example, as mentionedabove, the second game triggering event is six accumulated designatedsymbols as indicated in FIG. 2A, and the gaming system determines thatthe second game sequence triggering event has not occurred.

The gaming system also determines at this point if a reset event hasoccurred. In this example, as mentioned above, the reset event occurswhen the game play counter for the first game sequence has reached threesequential game plays of the first game sequence where no additionaldesignated symbols are accumulated. In this example, since this secondplay of the first game did not result in any additional designatedsymbols being accumulated, the gaming system does not increase the gameplay counter to three, but rather decreases the game play counter to twoas indicated in FIG. 2E by the “2 Spins Remaining To Collect MoreDesignated Symbols Before Reset” indication. The gaming system furtherdetermines the quantity of designated symbols that have been accumulatedfrom any previous game plays of the first game sequence for a next gameplay of the first game sequence. In this example, as mentioned above,three designated symbols need to be accumulated to cause the gamingsystem to select a different game. Since only two designated symbolshave been accumulated so far during the first game sequence, the gamingsystem again selects the first game 210 of the plurality of differentgames for the next game play of the first game sequence based on thedetermined quantity of accumulated designated symbols, which is two inthis example. FIG. 2E thus illustrates the positions of these twoaccumulated designated symbols, and that the counter is at 2 spinsremaining in which more designated symbols must be accumulated tomaintain the accumulation of these two accumulated designated symbols.

In response to the placement of the wager for this third play of thefirst game, the gaming system causes the third play of the selectedfirst game. FIGS. 2F and 2G illustrate parts of third play of the firstgame including the gaming system spinning the reels and stopping thereels 212, 214, 216, 218, and 220 to display the (gaming system)randomly determined symbols in a plurality of symbol display positionsfor this third play of the first game of the first game sequence. Thegaming system determines any awards based on those displayed symbols,and as illustrated in FIG. 2G displays any determined awards. In thisexample, the gaming system determines the award of 200 credits based onthe two previously accumulated designated symbols, which in this exampleembodiment are associated with static credit amounts of 100 credits. Asfurther shown in FIG. 2G, the gaming system does not accumulate anyfurther designated symbols from this third play of the first game of thefirst game sequence because no additional designated symbols weregenerated and displayed for this third play of the first game. Thegaming system continues to cause the two previously accumulateddesignated symbols 250 and 260 to continue to be displayed (at the samerespective symbol display positions in which they were generated) foreach subsequent play of any games of the first game sequence asillustrated in FIGS. 2H and 2I.

The gaming system also determines at this point if a second gamesequence triggering event has occurred. In this example, as mentionedabove, the second game triggering event is six accumulated designatedsymbols as indicated in FIG. 2A, and the gaming system determines thatthe second game sequence triggering event has not occurred.

The gaming system also determines at this point if a reset event hasoccurred. In this example, as mentioned above, the reset event occurswhen the game play counter for the first game sequence has reached threesequential game plays of the first game sequence where no additionaldesignated symbols are accumulated. In this example, since this thirdplay of the first game did not result in any additional designatedsymbols being accumulated, the gaming system does not increase the gameplay counter to three, but rather decreases the game play counter to oneas indicated in FIG. 2G by the “1 Spin Remaining To Collect MoreDesignated Symbols Before Reset” indication. FIG. 2G illustrates thepositions of these two accumulated designated symbols, and that thecounter is at 1 spin remaining in which more designated symbols must beaccumulated to maintain the accumulation of these two accumulateddesignated symbols.

The gaming system further determines the quantity of designated symbolsthat have been accumulated from any previous game plays of the firstgame sequence for a next game play of the first game sequence. In thisexample, as mentioned above, three designated symbols need to beaccumulated to cause the gaming system to select a different game. Sinceonly two designated symbols have still been accumulated so far duringthe first game sequence, the gaming system again selects the first game210 of the plurality of different games for the next game play of thefirst game sequence based on the determined quantity of accumulateddesignated symbols, which is two in this example.

In response to the placement of the wager for this fourth play of thefirst game, the gaming system causes the fourth play of the selectedfirst game. FIGS. 2H and 2I illustrate parts of fourth play of the firstgame including the gaming system spinning the reels and stopping thereels 212, 214, 216, 218, and 220 to display the (gaming system)randomly determined symbols in a plurality of symbol display positionsfor this fourth play of the first game of the first game sequence. Thegaming system determines any awards based on those displayed symbols,and as illustrated in FIG. 2I displays any determined awards. In thisexample, the gaming system determines the award of 200 credits based onthe two previously accumulated designated symbols 250 and 260, which inthis example embodiment are associated with static credit amounts of 100credits. As further shown in FIG. 2I, the gaming system does notaccumulate any further designated symbols from this fourth play of thefirst game of the first game sequence because no additional designatedsymbols were generated and displayed for this fourth play of the firstgame.

The gaming system also determines at this point if a second gamesequence triggering event has occurred. In this example, as mentionedabove, the second game triggering event is six accumulated designatedsymbols as indicated in FIG. 2A and the gaming system determines thatthe second game sequence triggering event has not occurred.

The gaming system also determines at this point if a reset event hasoccurred. In this example, as mentioned above, the reset event occurswhen the game play counter for the first game sequence has reached threesequential game plays of the first game sequence where no additionaldesignated symbols are accumulated. In this example, since this fourthplay of the first game did not result in any additional designatedsymbols being accumulated, the reset event has occurred. In thisexample, since no additional designated symbols were accumulated in thesecond, third, or fourth plays of the first game sequence (which resultsin the reset). As part of the reset, the gaming system removes theaccumulated symbols from the first game sequence as shown in FIG. 2J.

At this point, the first game sequence is essentially back to thestarting point as shown in FIG. 2J which is identical to 2A.

The gaming system further determines the quantity of designated symbolsthat have been accumulated from any previous game plays of the firstgame sequence for a next game play of the first game sequence. In thisexample, as mentioned above, three designated symbols need to beaccumulated to cause the gaming system to select a different game. Sinceno designated symbols are still been accumulated for the first gamesequence, the gaming system again selects the first game of theplurality of different games for the next game play of the first gamesequence based on the determined quantity of designated symbols, whichis zero in this example. The gaming system then awaits a further wagerfor the player.

Turning now to FIGS. 3A, 3B, 3C, 3D, 3E, 3F, 3G, 3H, 3I, 3J, 3K, 3L, and3M, one example embodiment of the gaming system of the presentdisclosure including a plurality of plays of different games of anexample first game sequence and a plurality of plays of a game of anexample second game sequence, wherein the quantities of accumulateddesignated symbols control multiple different features of the first andsecond game sequences is illustrated. In this example, the games of thefirst game sequence include a first slot game 210 with five reels, 212,214, 216, 218, and 220 and a plurality of different symbols on each reelincluding one or more designated symbols on each reel. The designatedsymbols on each reel are associated with different awards (such ascredits); although it should be appreciated that the designated symbolscan be alternatively configured in accordance with the presentdisclosure.

FIG. 3A illustrates the first game sequence before the first game playof the first game sequence has occurred. The gaming system hasdetermined the quantity of designated symbols that have been accumulatedfrom any previous plays of games of the first game sequence for thisupcoming next game play of the first game sequence. In this example, nodesignated symbols are accumulated at this point in time and the gamingsystem has selected the first game 210 for the next game play based onthis determination that zero designated symbols have been accumulatedfrom any previous game plays of the first game sequence. FIG. 3A furtherillustrates that a designated quantity (i.e., six) of designated symbolsneed to be accumulated to trigger the second game sequence.

The gaming system enables a player to place a wager to play the selectedfirst game of the first game sequence. In response to the placement ofthe wager, the gaming system causes the play of the selected first game210 of the first game sequence. FIGS. 3B and 3C illustrate parts of playof the first game including the gaming system spinning the reels andstopping the reels 212, 214, 216, 218, and 220 to display the (gamingsystem) randomly determined symbols in a plurality of symbol displaypositions for this play of the first game of the first game sequence.The gaming system determines any awards based on those displayedsymbols, and as illustrated in FIG. 3C displays any determined awards.In this example, the gaming system determines the award of 400 creditsbased on the two designated symbols 250 and 280, which in this exampleembodiment are associated with static credit amounts of 100 credit and300 credits. As further shown in FIG. 3C, the gaming system accumulatesthe two displayed designated symbols 250 and 280 from that play of thefirst game of the first game sequence. The gaming system causes thesetwo accumulated designated symbols 250 and 280 to continue to bedisplayed (at the same respective symbol display positions in which theywere generated) for each subsequent play of any games of the first gamesequence as well as for the second game sequence in this example asillustrated in FIGS. 3D, 3E, 3F, 3G, 3H, 3I, 3J, 3K, 3L, and 3M.

The gaming system also determines at this point if a second gamesequence triggering event has occurred. In this example, the second gametriggering event is six accumulated designated symbols as indicated inFIG. 3A and the gaming system determines that the second game sequencetriggering event has not occurred.

The gaming system also determines at this point if a reset event hasoccurred. In this example, the reset event occurs when game play counterfor the first game sequence has reach a determined quantity ofsequential game plays of the first game sequence where no additionaldesignated symbols are accumulated. In this example, the quantity ofsequential game plays are three sequential game plays of the first gamesequence where no additional designated symbols are accumulated. In thisexample, since this first play of the first game has resulted in twodesignated symbols being accumulated, the gaming system increases thegame play counter to three as indicated in FIG. 3C by the “3 SpinsRemaining To Collect More Designated Symbols Before Reset” indication.FIG. 3C illustrates the positions of these two accumulated designatedsymbols 250 and 280, and that the game play counter is three spinsremaining in which more designated symbols must be accumulated tomaintain the accumulation of these two accumulated designated symbols.

The gaming system further determines the quantity of designated symbolsthat have been accumulated from any previous plays of games of the firstgame sequence for a next game play of the first game sequence. In thisexample, three designated symbols need to be accumulated to cause thegaming system to select a different game for the next play of the firstgame sequence. Since only two designated symbols have been accumulatedso far during the first game sequence, the gaming system again selectsthe first game 210 of the plurality of different games for the next gameplay of the first game sequence based on the determined quantity ofaccumulated designated symbols, which is two in this example.

In response to the placement of the wager for this second play of thefirst game, the gaming system causes the second play of the selectedfirst game. FIGS. 3D and 3E illustrate parts of the second play of thefirst game including the gaming system spinning the reels and stoppingthe reels 212, 214, 216, 218, and 220 to display the (gaming system)randomly determined symbols in a plurality of symbol display positionsfor this second play of the first game of the first game sequence. Thegaming system determines any awards based on those displayed symbols,and as illustrated in FIG. 3E displays any determined awards. In thisexample, the gaming system determines the award of 600 credits based onthe two previously accumulated designated symbols 250 and 280 that areassociated with 100 credits and 300 credits, respectively and a thirddesignated symbol 270 that is associated with 200 credits. As furthershown in FIG. 3E, the gaming system accumulates one additionaldesignated symbol 270 from this second play of the first game of thefirst game sequence. The gaming system continues to cause the threeaccumulated designated symbols 250, 280, and 270 to continue to bedisplayed (at the same respective symbol display positions in which theywere generated) for each subsequent play of any games of the first gamesequence and the second game sequence in this example as illustrated inFIGS. 3F, 3G, 3H, 3I, 3J, 3K, 3L, and 3M.

The gaming system also determines at this point if a second gamesequence triggering event has occurred. In this example, as mentionedabove, the second game triggering event is six accumulated designatedsymbols as indicated in FIG. 3A and the gaming system determines thatthe second game sequence triggering event has not occurred.

The gaming system also determines at this point if a reset event hasoccurred. In this example, as mentioned above, the reset event occurswhen the game play counter for the first game sequence has reached threesequential game plays of the first game sequence where no additionaldesignated symbols are accumulated. In this example, since this secondplay of the first game resulted an additional designated symbol 270being accumulated, the gaming system increases the game play counter tothree, as indicated in FIG. 3E by the “3 Spins Remaining to Collect MoreDesignated Symbols Before Reset” indication. FIG. 3E illustrates thepositions of these three accumulated designated symbols 250, 280, and270, that the game counter is at 3 spins remaining in which moredesignated symbols must be accumulated to maintain the accumulation ofthese three accumulated designated symbols.

The gaming system further determines the quantity of designated symbolsthat have been accumulated from any previous game plays of the firstgame sequence for a next game play of the first game sequence. In thisexample, as mentioned above, three designated symbols need to beaccumulated to cause the gaming system to select a different game. Sincethree designated symbols 250, 280 and 270 have now been accumulatedduring the first game sequence in this example, the gaming systemselects a different second game of the plurality of different games forthe next game play of the first game sequence based on this determinedquantity of designated symbols, which is three in this example. Asindicated above, the second game has a greater likelihood of generatingdesignated symbols than the first game. It should be appreciated thatthe gaming system can indicate that the second game is different thanthe first game in any suitable manner in accordance with the presentdisclosure.

In response to the placement of the wager for this next play of thesecond game, the gaming system causes the first play of the selectedsecond game. FIGS. 3F and 3G illustrate parts of first play of thesecond game including the gaming system spinning the reels and stoppingthe reels 212A, 214A, 216A, 218A, and 220A to display the (gamingsystem) randomly determined symbols in a plurality of symbol displaypositions for this next play of the first game of the first gamesequence. The gaming system determines any awards based on thosedisplayed symbols, and as illustrated in FIG. 3G displays any determinedawards. In this example, the gaming system determines the award of 900credits based on the three previously accumulated designated symbols250, 280, and 270 that are associated with 100 credits, 300 credits, and200 credits respectively, and fourth and fifth designated symbols 275and 255 that are associated with 200 credits and 100 credits,respectively. As shown in FIG. 3G, the gaming system accumulates twofurther designated symbols 275 and 255 from this first play of thesecond game of the first game sequence because two additional designatedsymbols were generated and displayed for this first play of the secondgame. The gaming system continues to cause the five accumulateddesignated symbols 250, 280, 270, 275, and 255 to continue to bedisplayed (at the same respective symbol display positions in which theywere generated) for each subsequent play of any games of the first gamesequence and the second game sequence in this example as illustrated inFIGS. 3H, 3I, 3J, 3K, 3L, and 3M.

The gaming system also determines at this point if a second gamesequence triggering event has occurred. In this example, as mentionedabove, the second game triggering event is six accumulated designatedsymbols as indicated in FIG. 3A, and the gaming system determines thatthe second game sequence triggering event has not occurred.

The gaming system also determines at this point if a reset event hasoccurred. In this example, as mentioned above, the reset event occurswhen the game play counter for the first game sequence has reached threesequential game plays of the first game sequence where no additionaldesignated symbols are accumulated. In this example, since this firstplay of the second game resulted in additional designated symbols beingaccumulated, the gaming system again increases the game play counter tothree, as indicated in FIG. 3G by the “3 Spins Remaining To Collect MoreDesignated Symbols Before Reset” indication. FIG. 3G illustrates thepositions of these five accumulated designated symbols, 250, 280, 270,275, and 255, and that the game counter is at three spins remaining inwhich more designated symbols must be accumulated to maintain theaccumulation of these five accumulated designated symbols.

The gaming system further determines the quantity of designated symbolsthat have been accumulated from any previous game plays of the firstgame sequence for a next game play of the first game sequence. In thisexample, as mentioned above, three designated symbols need to beaccumulated to cause the gaming system to select a different game. Sincefive designated symbols 250, 280, 270, 275, and 255, have beenaccumulated during the first game sequence, the gaming system selectsthe different third game of the plurality of different games for thenext game play of the first game sequence based on the determinedquantity of designated symbols, which is five in this example. Asindicated above, the third game has a greater likelihood of generatingdesignated symbols than the second game as well as the first game. Itshould be appreciated that the gaming system can indicate that the thirdgame is different than the first game and the second game in anysuitable manner in accordance with the present disclosure.

In response to the placement of the wager for this play of the thirdgame, the gaming system causes the first play of the selected thirdgame. FIGS. 3H and 3I illustrate parts of first play of the third gameincluding the gaming system spinning the reels and stopping the reels212B, 214B, 216B, 218B, and 220B, to display the (gaming system)randomly determined symbols in a plurality of symbol display positionsfor this first play of the third game of the first game sequence. Thegaming system determines any awards based on those displayed symbols,and as illustrated in FIG. 3G displays any determined awards. In thisexample, the gaming system determines the award of 1000 credits based onthe five previously accumulated designated symbols 250, 280, 270, 275,and 255, that are associated with 100 credits, 300 credits, 200 credits,200 credits, and 100 credits respectively, and a sixth designated symbol277 that is associated with 100 credits. As further shown in FIG. 3I,the gaming system accumulates one additional designated symbol 277 fromthis first play of the third game of the first game sequence because oneadditional designated symbol 277 was generated and displayed for thisfirst play of the third game.

The gaming system also determines at this point if a second gamesequence triggering event has occurred. In this example, as mentionedabove, the second game triggering event is six accumulated designatedsymbols as indicated in FIG. 3A. In this example, the gaming systemdetermines that the second game sequence triggering event has occurred.Thus, the gaming system provides the second game sequence.

The second game sequence in this example embodiments includes apredetermined quantity of free plays of a game, and particularly 10 freegames as indicated in FIG. 3J. FIGS. 3K and 3L show a first free play ofthe second game sequence where the six previously accumulated designatedsymbols 250, 280, 270, 275, 255, and 277 remain at their respectivesymbol display positions for each of the free plays of the second gamesequence. In this first free play, two additional designated symbols 251and 252 are generated and displayed. The gaming system determines theadditional award from this first free play which includes: (1) 100credits, 300 credits, 200 credits, 200 credits, 100 credits, and 100credits respectively associated with the six previously accumulateddesignated symbols 250, 280, 270, 275, 255, and 277, and (2) 100 creditsand 100 credits respectively associated with the additional designatedsymbols 251 and 251, which results in an additional award of 1200credits and a total award of $4,100 for the first and second gamesequences. The second to the tenth free games of the second gamesequence are not shown but played in a similar manner. FIG. 3M shows theresults of the tenth game sequence where all of the symbol displaypositions are filled with accumulated designated symbols.

After providing the second game sequence, the gaming system resets thegame play counter to three and removes the accumulated designatedsymbols. At this point, the first game sequence is essentially back tothe starting point as shown in FIG. 3A.

The gaming system further determines the quantity of designated symbolsthat have been accumulated from any previous game plays of the firstgame sequence for a next game play of the first game sequence. In thisexample, as mentioned above, three designated symbols need to beaccumulated to cause the gaming system to select a different game. Sinceno designated symbols are still been accumulated for the first gamesequence, the gaming system again selects the first game of theplurality of different games for the next game play of the first gamesequence based on the determined quantity of designated symbols, whichis zero in this example. The gaming system then awaits a further wagerfor the player.

In various embodiments, responsive to the gaming system determining thatthe wagered on play of the game is a designated game play of the firstgame sequence, the gaming system modifies one or more parameters of thewagered on play of the game. In certain embodiments, the modifiedparameters include assigning one or more wild symbols to one or more ofthe symbol display positions. That is, the gaming system modifies thewagered on designated play of the game by modifying each previouslyaccumulated designated symbol into a wild symbol for that play of thegame. Following the modification of one or more parameters of thewagered on play of the game, the gaming system determines a plurality ofsymbols for the wagered on modified play of the game. In this example,zero, one or more of such determined symbols are based on the modifiedparameters of the wagered on designated play of the game. The gamingsystem then displays a plurality of symbols for the wagered on modifiedplay of the game. After determining and displaying the plurality ofsymbols for the wagered on modified play of the game, the gaming systemdetermines and displays any awards associated with the displayed symbolsas indicated above. In certain such embodiments, one or more of theadded wild symbols can function as one or more of the designated symbolsfor award determination and accumulation purposes.

It should be further appreciated that while the added feature of wildsymbols is used as an example for the games of the first game sequence,any suitable feature may additionally or alternatively be activated inassociation with the designated play of the games of the first gamesequence. In various embodiments, such features that may be activated inassociation with the designated play of the games of the first gamesequence includes, but are not limited to:

-   -   i. a book-end wild symbols feature;    -   ii. a stacked wild symbols feature;    -   iii. an expanding wild symbols feature;    -   iv. a nudging wild symbols feature;    -   v. a retrigger symbol feature;    -   vi. an anti-terminator symbol feature;    -   vii. a locking reel feature,    -   viii. a locking symbol position feature;    -   ix. a modifier, such as a multiplier, feature;    -   x. a feature modifying an amount of credits of a credit balance;    -   xi. a feature modifying an amount of promotional credits;    -   xii. a feature modifying a placed wager amount;    -   xiii. a feature modifying a placed side wager amount;    -   xiv. a feature modifying a rate of earning player tracking        points;    -   xv. a feature modifying a number of wagered on paylines;    -   xvi. a feature modifying a wager placed on one or more paylines        (or on one or more designated paylines);    -   xvii. a feature modifying a number of ways to win wagered on;    -   xviii. a feature modifying a wager placed on one or more ways to        win (or on one or more designated ways to win);    -   xix. a feature modifying a paytable utilized for a play of a        game;    -   xx. a feature modifying an average expected payback percentage        of a play of a game;    -   xxi. a feature modifying an average expected payout of a play of        a game;    -   xxii. a feature modifying one or more awards available;    -   xxiii. a feature modifying a range of awards available;    -   xxiv. a feature modifying a type of awards available;    -   xxv. a feature modifying one or more progressive awards;    -   xxvi. a feature modifying which progressive awards are available        to be won;    -   xxvii. a feature modifying one or more modifiers, such as        multipliers, available;    -   xxviii. a feature modifying an activation of a reel (or a        designated reel);    -   xxix. a feature modifying an activation of a plurality of reels;    -   xxx. a feature modifying a generated outcome (or a designated        generated outcome);    -   xxxi. a feature modifying a generated outcome (or a designated        generated outcome) associated with an award over a designated        value;    -   xxxii. a feature modifying a generated outcome (or a designated        generated outcome) on a designated payline;    -   xxxiii. a feature modifying a generated outcome (or a designated        generated outcome) in a scatter configuration;    -   xxxiv. a feature modifying a winning way to win (or a designated        winning way to win);    -   xxxv. a feature modifying a designated symbol or symbol        combination;    -   xxxvi. a feature modifying a generation of a designated symbol        or symbol combination on a designated payline;    -   xxxvii. a feature modifying a generation of a designated symbol        or symbol combination in a scatter configuration;    -   xxxviii. a feature modifying a triggering event of a play of a        secondary or bonus game;    -   xxxix. a feature modifying an activation of a secondary or bonus        display (such as an award generator);    -   xl. a feature modifying a quantity of activations of a secondary        or bonus display (e.g., a feature modifying a quantity of spins        of an award generator);    -   xli. a feature modifying a quantity of sections of a secondary        or bonus display (e.g., a feature modifying a quantity of        sections of an award generator);    -   xlii. a feature modifying one or more awards of a secondary or        bonus display;    -   xliii. a feature modifying an activation of a community award        generator;    -   xliv. a feature modifying a quantity of activations of a        community award generator;    -   xlv. a feature modifying a quantity of sections of a community        award generator;    -   xlvi. a feature modifying one or more awards of a community        award generator;    -   xlvii. a feature modifying a generated outcome (or a designated        generated outcome) in a secondary game;    -   xlviii. a feature modifying a quantity of picks in a selection        game;    -   xlix. a feature modifying a quantity of offers in an offer and        acceptance game;    -   l. a feature modifying a quantity of moves in a trail game;    -   li. a feature modifying an amount of free spins provided;    -   lii. a feature modifying a game terminating or ending condition;    -   liii. a feature modifying how one or more aspects of one or more        games (e.g., colors, speeds, sound) are displayed to a player;    -   liv. a feature modifying access to different websites a player        may access via a mobile device;    -   lv. a feature modifying audio-visual content a player may access        via a mobile device;    -   lvi. a feature modifying a player's avatar; and/or    -   lvii. a feature modifying any game play feature associated with        any play of any game disclosed herein.

In various other embodiments, based on the quantity of accumulateddesignated symbols, the gaming system provides the player one of aplurality of additional awards (e.g., if the quantity of accumulateddesignated symbols is greater than a first threshold quantity ofaccumulated designated symbols and less than a second threshold quantityof accumulated designated symbols) or provides the player an additionalaward opportunity (i.e., if the quantity of accumulated designatedsymbols is greater than a second threshold quantity of accumulateddesignated symbols). In certain such embodiments, if the gaming systemprovides an additional award, the value of the provided additional awardis based on the quantity of accumulated designated symbols, such thatthe greater the quantity of accumulated designated symbols, the greaterthe additional award amount. Also in certain such embodiments, if thegaming system provides an additional award opportunity, the gamingsystem selects one or more parameters, aspects or characteristics of theadditional award opportunity based on the quantity of accumulateddesignated symbols, such that the greater the quantity of accumulateddesignated symbols, the higher average expected payout of the additionalaward opportunity that employs the selected parameters, aspects orcharacteristics.

In different embodiments, one or more awards provided in associationwith the games disclosed herein include one or more of: a quantity ofmonetary credits, a quantity of non-monetary credits, a quantity ofpromotional credits, a quantity of player tracking points, a progressiveaward, a modifier, such as a multiplier, a quantity of free plays of oneor more games, a quantity of plays of one or more secondary or bonusgames, a multiplier of a quantity of free plays of a game, one or morelottery based awards, such as lottery or drawing tickets, a wager matchfor one or more plays of one or more games, an increase in the averageexpected payback percentage for one or more plays of one or more games,one or more comps, such as a free dinner, a free night's stay at ahotel, a high value product such as a free car, or a low value product,one or more bonus credits usable for online play, a lump sum of playertracking points or credits, a multiplier for player tracking points orcredits, an increase in a membership or player tracking level, one ormore coupons or promotions usable within and/or outside of the gamingestablishment (e.g., a 20% off coupon for use at a convenience store),virtual goods associated with the gaming system, virtual goods notassociated with the gaming system, an access code usable to unlockcontent on an internet.

In various embodiment, any suitable determination disclosed herein canbe predetermined, randomly determined, randomly determined based on oneor more weighted percentages, determined based on a generated symbol orsymbol combination, determined independent of a generated symbol orsymbol combination, determined based on a random determination by thecentral controller, determined independent of a random determination bythe central controller, determined based on a random determination atthe gaming system, determined independent of a random determination atthe gaming system, determined based on at least one play of at least onegame, determined independent of at least one play of at least one game,determined based on a player's selection, determined independent of aplayer's selection, determined based on one or more side wagers placed,determined independent of one or more side wagers placed, determinedbased on the player's primary game wager, determined independent of theplayer's primary game wager, determined based on time (such as the timeof day), determined independent of time (such as the time of day),determined based on an amount of coin-in accumulated in one or morepools, determined independent of an amount of coin-in accumulated in oneor more pools, determined based on a status of the player (i.e., aplayer tracking status), determined independent of a status of theplayer (i.e., a player tracking status), determined based on one or moreother determinations disclosed herein, determined independent of anyother determination disclosed herein or determined based on any othersuitable method or criteria.

Gaming Systems

The above-described embodiments of the present disclosure may beimplemented in accordance with or in conjunction with one or more of avariety of different types of gaming systems, such as, but not limitedto, those described below.

The present disclosure contemplates a variety of different gamingsystems each having one or more of a plurality of different features,attributes, or characteristics. A “gaming system” as used herein refersto various configurations of: (a) one or more central servers, centralcontrollers, or remote hosts; (b) one or more electronic gaming machinessuch as those located on a casino floor; and/or (c) one or more personalgaming devices, such as desktop computers, laptop computers, tabletcomputers or computing devices, personal digital assistants, mobilephones, and other mobile computing devices.

Thus, in various embodiments, the gaming system of the presentdisclosure includes: (a) one or more electronic gaming machines incombination with one or more central servers, central controllers, orremote hosts; (b) one or more personal gaming devices in combinationwith one or more central servers, central controllers, or remote hosts;(c) one or more personal gaming devices in combination with one or moreelectronic gaming machines; (d) one or more personal gaming devices, oneor more electronic gaming machines, and one or more central servers,central controllers, or remote hosts in combination with one another;(e) a single electronic gaming machine; (f) a plurality of electronicgaming machines in combination with one another; (g) a single personalgaming device; (h) a plurality of personal gaming devices in combinationwith one another; (i) a single central server, central controller, orremote host; and/or (j) a plurality of central servers, centralcontrollers, or remote hosts in combination with one another.

For brevity and clarity and unless specifically stated otherwise, theterm “EGM” is used herein to refer to an electronic gaming machine (suchas a slot machine, a video poker machine, a video lottery terminal(VLT), a video keno machine, or a video bingo machine located on acasino floor). Additionally, for brevity and clarity and unlessspecifically stated otherwise, “EGM” as used herein represents one EGMor a plurality of EGMs, “personal gaming device” as used hereinrepresents one personal gaming device or a plurality of personal gamingdevices, and “central server, central controller, or remote host” asused herein represents one central server, central controller, or remotehost or a plurality of central servers, central controllers, or remotehosts.

As noted above, in various embodiments, the gaming system includes anEGM (or personal gaming device) in combination with a central server,central controller, or remote host. In such embodiments, the EGM (orpersonal gaming device) is configured to communicate with the centralserver, central controller, or remote host through a data network orremote communication link. In certain such embodiments, the EGM (orpersonal gaming device) is configured to communicate with another EGM(or personal gaming device) through the same data network or remotecommunication link or through a different data network or remotecommunication link. For example, the gaming system includes a pluralityof EGMs that are each configured to communicate with a central server,central controller, or remote host through a data network.

In certain embodiments in which the gaming system includes an EGM (orpersonal gaming device) in combination with a central server, centralcontroller, or remote host, the central server, central controller, orremote host is any suitable computing device (such as a server) thatincludes at least one processor and at least one memory device or datastorage device. As further described herein, the EGM (or personal gamingdevice) includes at least one EGM (or personal gaming device) processorconfigured to transmit and receive data or signals representing events,messages, commands, or any other suitable information between the EGM(or personal gaming device) and the central server, central controller,or remote host. The at least one processor of that EGM (or personalgaming device) is configured to execute the events, messages, orcommands represented by such data or signals in conjunction with theoperation of the EGM (or personal gaming device). Moreover, the at leastone processor of the central server, central controller, or remote hostis configured to transmit and receive data or signals representingevents, messages, commands, or any other suitable information betweenthe central server, central controller, or remote host and the EGM (orpersonal gaming device). The at least one processor of the centralserver, central controller, or remote host is configured to execute theevents, messages, or commands represented by such data or signals inconjunction with the operation of the central server, centralcontroller, or remote host. One, more than one, or each of the functionsof the central server, central controller, or remote host may beperformed by the at least one processor of the EGM (or personal gamingdevice). Further, one, more than one, or each of the functions of the atleast one processor of the EGM (or personal gaming device) may beperformed by the at least one processor of the central server, centralcontroller, or remote host.

In certain such embodiments, computerized instructions for controllingany games (such as any primary or base games and/or any secondary orbonus games) displayed by the EGM (or personal gaming device) areexecuted by the central server, central controller, or remote host. Insuch “thin client” embodiments, the central server, central controller,or remote host remotely controls any games (or other suitableinterfaces) displayed by the EGM (or personal gaming device), and theEGM (or personal gaming device) is utilized to display such games (orsuitable interfaces) and to receive one or more inputs or commands. Inother such embodiments, computerized instructions for controlling anygames displayed by the EGM (or personal gaming device) are communicatedfrom the central server, central controller, or remote host to the EGM(or personal gaming device) and are stored in at least one memory deviceof the EGM (or personal gaming device). In such “thick client”embodiments, the at least one processor of the EGM (or personal gamingdevice) executes the computerized instructions to control any games (orother suitable interfaces) displayed by the EGM (or personal gamingdevice).

In various embodiments in which the gaming system includes a pluralityof EGMs (or personal gaming devices), one or more of the EGMs (orpersonal gaming devices) are thin client EGMs (or personal gamingdevices) and one or more of the EGMs (or personal gaming devices) arethick client EGMs (or personal gaming devices). In other embodiments inwhich the gaming system includes one or more EGMs (or personal gamingdevices), certain functions of one or more of the EGMs (or personalgaming devices) are implemented in a thin client environment, andcertain other functions of one or more of the EGMs (or personal gamingdevices) are implemented in a thick client environment. In one suchembodiment in which the gaming system includes an EGM (or personalgaming device) and a central server, central controller, or remote host,computerized instructions for controlling any primary or base gamesdisplayed by the EGM (or personal gaming device) are communicated fromthe central server, central controller, or remote host to the EGM (orpersonal gaming device) in a thick client configuration, andcomputerized instructions for controlling any secondary or bonus gamesor other functions displayed by the EGM (or personal gaming device) areexecuted by the central server, central controller, or remote host in athin client configuration.

In certain embodiments in which the gaming system includes: (a) an EGM(or personal gaming device) configured to communicate with a centralserver, central controller, or remote host through a data network;and/or (b) a plurality of EGMs (or personal gaming devices) configuredto communicate with one another through a data network, the data networkis a local area network (LAN) in which the EGMs (or personal gamingdevices) are located substantially proximate to one another and/or thecentral server, central controller, or remote host. In one example, theEGMs (or personal gaming devices) and the central server, centralcontroller, or remote host are located in a gaming establishment or aportion of a gaming establishment.

In other embodiments in which the gaming system includes: (a) an EGM (orpersonal gaming device) configured to communicate with a central server,central controller, or remote host through a data network; and/or (b) aplurality of EGMs (or personal gaming devices) configured to communicatewith one another through a data network, the data network is a wide areanetwork (WAN) in which one or more of the EGMs (or personal gamingdevices) are not necessarily located substantially proximate to anotherone of the EGMs (or personal gaming devices) and/or the central server,central controller, or remote host. For example, one or more of the EGMs(or personal gaming devices) are located: (a) in an area of a gamingestablishment different from an area of the gaming establishment inwhich the central server, central controller, or remote host is located;or (b) in a gaming establishment different from the gaming establishmentin which the central server, central controller, or remote host islocated. In another example, the central server, central controller, orremote host is not located within a gaming establishment in which theEGMs (or personal gaming devices) are located. In certain embodiments inwhich the data network is a WAN, the gaming system includes a centralserver, central controller, or remote host and an EGM (or personalgaming device) each located in a different gaming establishment in asame geographic area, such as a same city or a same state. Gamingsystems in which the data network is a WAN are substantially identicalto gaming systems in which the data network is a LAN, though thequantity of EGMs (or personal gaming devices) in such gaming systems mayvary relative to one another.

In further embodiments in which the gaming system includes: (a) an EGM(or personal gaming device) configured to communicate with a centralserver, central controller, or remote host through a data network;and/or (b) a plurality of EGMs (or personal gaming devices) configuredto communicate with one another through a data network, the data networkis an internet (such as the Internet) or an intranet. In certain suchembodiments, an Internet browser of the EGM (or personal gaming device)is usable to access an Internet game page from any location where anInternet connection is available. In one such embodiment, after the EGM(or personal gaming device) accesses the Internet game page, the centralserver, central controller, or remote host identifies a player beforeenabling that player to place any wagers on any plays of any wageringgames. In one example, the central server, central controller, or remotehost identifies the player by requiring a player account of the playerto be logged into via an input of a unique username and passwordcombination assigned to the player. The central server, centralcontroller, or remote host may, however, identify the player in anyother suitable manner, such as by validating a player trackingidentification number associated with the player; by reading a playertracking card or other smart card inserted into a card reader (asdescribed below); by validating a unique player identification numberassociated with the player by the central server, central controller, orremote host; or by identifying the EGM (or personal gaming device), suchas by identifying the MAC address or the IP address of the Internetfacilitator. In various embodiments, once the central server, centralcontroller, or remote host identifies the player, the central server,central controller, or remote host enables placement of one or morewagers on one or more plays of one or more primary or base games and/orone or more secondary or bonus games, and displays those plays via theInternet browser of the EGM (or personal gaming device). Examples ofimplementations of Internet-based gaming are further described in U.S.Pat. No. 8,764,566, entitled “Internet Remote Game Server,” and U.S.Pat. No. 8,147,334, entitled “Universal Game Server,” which areincorporated herein by reference.

The central server, central controller, or remote host and the EGM (orpersonal gaming device) are configured to connect to the data network orremote communications link in any suitable manner. In variousembodiments, such a connection is accomplished via: a conventional phoneline or other data transmission line, a digital subscriber line (DSL), aT-1 line, a coaxial cable, a fiber optic cable, a wireless or wiredrouting device, a mobile communications network connection (such as acellular network or mobile Internet network), or any other suitablemedium. The expansion in the quantity of computing devices and thequantity and speed of Internet connections in recent years increasesopportunities for players to use a variety of EGMs (or personal gamingdevices) to play games from an ever-increasing quantity of remote sites.Additionally, the enhanced bandwidth of digital wireless communicationsmay render such technology suitable for some or all communications,particularly if such communications are encrypted. Higher datatransmission speeds may be useful for enhancing the sophistication andresponse of the display and interaction with players.

EGM Components

FIG. 3 is a block diagram of an example EGM 1000 and FIGS. 4A and 4Binclude two different example EGMs 2000 a and 2000 b. The EGMs 1000,2000 a, and 2000 b are merely example EGMs, and different EGMs may beimplemented using different combinations of the components shown in theEGMs 1000, 2000 a, and 2000 b. Although the below refers to EGMs, invarious embodiments personal gaming devices (such as personal gamingdevice 2000 c of FIG. 4C) may include some or all of the belowcomponents.

In these embodiments, the EGM 1000 includes a master gaming controller1012 configured to communicate with and to operate with a plurality ofperipheral devices 1022.

The master gaming controller 1012 includes at least one processor 1010.The at least one processor 1010 is any suitable processing device or setof processing devices, such as a microprocessor, a microcontroller-basedplatform, a suitable integrated circuit, or one or moreapplication-specific integrated circuits (ASICs), configured to executesoftware enabling various configuration and reconfiguration tasks, suchas: (1) communicating with a remote source (such as a server that storesauthentication information or game information) via a communicationinterface 1006 of the master gaming controller 1012; (2) convertingsignals read by an interface to a format corresponding to that used bysoftware or memory of the EGM; (3) accessing memory to configure orreconfigure game parameters in the memory according to indicia read fromthe EGM; (4) communicating with interfaces and the peripheral devices1022 (such as input/output devices); and/or (5) controlling theperipheral devices 1022. In certain embodiments, one or more componentsof the master gaming controller 1012 (such as the at least one processor1010) reside within a housing of the EGM (described below), while inother embodiments at least one component of the master gaming controller1012 resides outside of the housing of the EGM.

The master gaming controller 1012 also includes at least one memorydevice 1016, which includes: (1) volatile memory (e.g., RAM 1009, whichcan include non-volatile RAM, magnetic RAM, ferroelectric RAM, and anyother suitable forms); (2) non-volatile memory 1019 (e.g., disk memory,FLASH memory, EPROMs, EEPROMs, memristor-based non-volatile solid-statememory, etc.); (3) unalterable memory (e.g., EPROMs 1008); (4) read-onlymemory; and/or (5) a secondary memory storage device 1015, such as anon-volatile memory device, configured to store gaming software relatedinformation (the gaming software related information and the memory maybe used to store various audio files and games not currently being usedand invoked in a configuration or reconfiguration). Any other suitablemagnetic, optical, and/or semiconductor memory may operate inconjunction with the EGM disclosed herein. In certain embodiments, theat least one memory device 1016 resides within the housing of the EGM(described below), while in other embodiments at least one component ofthe at least one memory device 1016 resides outside of the housing ofthe EGM.

The at least one memory device 1016 is configured to store, for example:(1) configuration software 1014, such as all the parameters and settingsfor a game playable on the EGM; (2) associations 1018 betweenconfiguration indicia read from an EGM with one or more parameters andsettings; (3) communication protocols configured to enable the at leastone processor 1010 to communicate with the peripheral devices 1022;and/or (4) communication transport protocols (such as TCP/IP, USB,Firewire, IEEE1394, Bluetooth, IEEE 802.11x (IEEE 802.11 standards),hiperlan/2, HomeRF, etc.) configured to enable the EGM to communicatewith local and non-local devices using such protocols. In oneimplementation, the master gaming controller 1012 communicates withother devices using a serial communication protocol. A few non-limitingexamples of serial communication protocols that other devices, such asperipherals (e.g., a bill validator or a ticket printer), may use tocommunicate with the master game controller 1012 include USB, RS-232,and Netplex (a proprietary protocol developed by IGT).

In certain embodiments, the at least one memory device 1016 isconfigured to store program code and instructions executable by the atleast one processor of the EGM to control the EGM. The at least onememory device 1016 of the EGM also stores other operating data, such asimage data, event data, input data, random number generators (RNGs) orpseudo-RNGs, paytable data or information, and/or applicable game rulesthat relate to the play of one or more games on the EGM. In variousembodiments, part or all of the program code and/or the operating datadescribed above is stored in at least one detachable or removable memorydevice including, but not limited to, a cartridge, a disk, a CD ROM, aDVD, a USB memory device, or any other suitable non-transitory computerreadable medium. In certain such embodiments, an operator (such as agaming establishment operator) and/or a player uses such a removablememory device in an EGM to implement at least part of the presentdisclosure. In other embodiments, part or all of the program code and/orthe operating data is downloaded to the at least one memory device ofthe EGM through any suitable data network described above (such as anInternet or intranet).

The at least one memory device 1016 also stores a plurality of devicedrivers 1042. Examples of different types of device drivers includedevice drivers for EGM components and device drivers for the peripheralcomponents 1022. Typically, the device drivers 1042 utilize variouscommunication protocols that enable communication with a particularphysical device. The device driver abstracts the hardware implementationof that device. For example, a device driver may be written for eachtype of card reader that could potentially be connected to the EGM.Non-limiting examples of communication protocols used to implement thedevice drivers include Netplex, USB, Serial, Ethernet 175, Firewire, I/Odebouncer, direct memory map, serial, PCI, parallel, RF, Bluetooth™,near-field communications (e.g., using near-field magnetics), 802.11(WiFi), etc. In one embodiment, when one type of a particular device isexchanged for another type of the particular device, the at least oneprocessor of the EGM loads the new device driver from the at least onememory device to enable communication with the new device. For instance,one type of card reader in the EGM can be replaced with a seconddifferent type of card reader when device drivers for both card readersare stored in the at least one memory device.

In certain embodiments, the software units stored in the at least onememory device 1016 can be upgraded as needed. For instance, when the atleast one memory device 1016 is a hard drive, new games, new gameoptions, new parameters, new settings for existing parameters, newsettings for new parameters, new device drivers, and new communicationprotocols can be uploaded to the at least one memory device 1016 fromthe master game controller 1012 or from some other external device. Asanother example, when the at least one memory device 1016 includes aCD/DVD drive including a CD/DVD configured to store game options,parameters, and settings, the software stored in the at least one memorydevice 1016 can be upgraded by replacing a first CD/DVD with a secondCD/DVD. In yet another example, when the at least one memory device 1016uses flash memory 1019 or EPROM 1008 units configured to store games,game options, parameters, and settings, the software stored in the flashand/or EPROM memory units can be upgraded by replacing one or morememory units with new memory units that include the upgraded software.In another embodiment, one or more of the memory devices, such as thehard drive, may be employed in a game software download process from aremote software server.

In some embodiments, the at least one memory device 1016 also storesauthentication and/or validation components 1044 configured toauthenticate/validate specified EGM components and/or information, suchas hardware components, software components, firmware components,peripheral device components, user input device components, informationreceived from one or more user input devices, information stored in theat least one memory device 1016, etc. Examples of various authenticationand/or validation components are described in U.S. Pat. No. 6,620,047,entitled “Electronic Gaming Apparatus Having Authentication Data Sets,”which is incorporated herein by reference.

In certain embodiments, the peripheral devices 1022 include severaldevice interfaces, such as: (1) at least one output device 1020including at least one display device 1035; (2) at least one inputdevice 1030 (which may include contact and/or non-contact interfaces);(3) at least one transponder 1054; (4) at least one wirelesscommunication component 1056; (5) at least one wired/wireless powerdistribution component 1058; (6) at least one sensor 1060; (7) at leastone data preservation component 1062; (8) at least one motion/gestureanalysis and interpretation component 1064; (9) at least one motiondetection component 1066; (10) at least one portable power source 1068;(11) at least one geolocation module 1076; (12) at least one useridentification module 1077; (13) at least one player/device trackingmodule 1078; and (14) at least one information filtering module 1079.

The at least one output device 1020 includes at least one display device1035 configured to display any game(s) displayed by the EGM and anysuitable information associated with such game(s). In certainembodiments, the display devices are connected to or mounted on ahousing of the EGM (described below). In various embodiments, thedisplay devices serve as digital glass configured to advertise certaingames or other aspects of the gaming establishment in which the EGM islocated. In various embodiments, the EGM includes one or more of thefollowing display devices: (a) a central display device; (b) a playertracking display configured to display various information regarding aplayer's player tracking status (as described below); (c) a secondary orupper display device in addition to the central display device and theplayer tracking display; (d) a credit display configured to display acurrent quantity of credits, amount of cash, account balance, or theequivalent; and (e) a bet display configured to display an amountwagered for one or more plays of one or more games. The example EGM 2000a illustrated in FIG. 4A includes a central display device 2116, aplayer tracking display 2140, a credit display 2120, and a bet display2122. The example EGM 2000 b illustrated in FIG. 4B includes a centraldisplay device 2116, an upper display device 2118, a player trackingdisplay 2140, a credit display 2120, and a bet display 2122.

In various embodiments, the display devices include, without limitation:a monitor, a television display, a plasma display, a liquid crystaldisplay (LCD), a display based on light emitting diodes (LEDs), adisplay based on a plurality of organic light-emitting diodes (OLEDs), adisplay based on polymer light-emitting diodes (PLEDs), a display basedon a plurality of surface-conduction electron-emitters (SEDs), a displayincluding a projected and/or reflected image, or any other suitableelectronic device or display mechanism. In certain embodiments, asdescribed above, the display device includes a touch-screen with anassociated touch-screen controller. The display devices may be of anysuitable sizes, shapes, and configurations.

The display devices of the EGM are configured to display one or moregame and/or non-game images, symbols, and indicia. In certainembodiments, the display devices of the EGM are configured to displayany suitable visual representation or exhibition of the movement ofobjects; dynamic lighting; video images; images of people, characters,places, things, and faces of cards; and the like. In certainembodiments, the display devices of the EGM are configured to displayone or more video reels, one or more video wheels, and/or one or morevideo dice. In other embodiments, certain of the displayed images,symbols, and indicia are in mechanical form. That is, in theseembodiments, the display device includes any electromechanical device,such as one or more rotatable wheels, one or more reels, and/or one ormore dice, configured to display at least one or a plurality of game orother suitable images, symbols, or indicia.

In various embodiments, the at least one output device 1020 includes apayout device. In these embodiments, after the EGM receives an actuationof a cashout device (described below), the EGM causes the payout deviceto provide a payment to the player. In one embodiment, the payout deviceis one or more of: (a) a ticket printer and dispenser configured toprint and dispense a ticket or credit slip associated with a monetaryvalue, wherein the ticket or credit slip may be redeemed for itsmonetary value via a cashier, a kiosk, or other suitable redemptionsystem; (b) a bill dispenser configured to dispense paper currency; (c)a coin dispenser configured to dispense coins or tokens (such as into acoin payout tray); and (d) any suitable combination thereof. The exampleEGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B each include aticket printer and dispenser 2136. Examples of ticket-in ticket-out(TITO) technology are described in U.S. Pat. No. 5,429,361, entitled“Gaming Machine Information, Communication and Display System”; U.S.Pat. No. 5,470,079, entitled “Gaming Machine Accounting and MonitoringSystem”; U.S. Pat. No. 5,265,874, entitled “Cashless Gaming Apparatusand Method”; U.S. Pat. No. 6,729,957, entitled “Gaming Method and HostComputer with Ticket-In/Ticket-Out Capability”; U.S. Pat. No. 6,729,958,entitled “Gaming System with Ticket-In/Ticket-Out Capability”; U.S. Pat.No. 6,736,725, entitled “Gaming Method and Host Computer withTicket-In/Ticket-Out Capability”; U.S. Pat. No. 7,275,991, entitled“Slot Machine with Ticket-In/Ticket-Out Capability”; U.S. Pat. No.6,048,269, entitled “Coinless Slot Machine System and Method”; and U.S.Pat. No. 5,290,003, entitled “Gaming Machine and Coupons,” which areincorporated herein by reference.

In certain embodiments, rather than dispensing bills, coins, or aphysical ticket having a monetary value to the player following receiptof an actuation of the cashout device, the payout device is configuredto cause a payment to be provided to the player in the form of anelectronic funds transfer, such as via a direct deposit into a bankaccount, a casino account, or a prepaid account of the player; via atransfer of funds onto an electronically recordable identification cardor smart card of the player; or via sending a virtual ticket having amonetary value to an electronic device of the player. Examples ofproviding payment using virtual tickets are described in U.S. Pat. No.8,613,659, entitled “Virtual Ticket-In and Ticket-Out on a GamingMachine,” which is incorporated herein by reference.

While any credit balances, any wagers, any values, and any awards aredescribed herein as amounts of monetary credits or currency, one or moreof such credit balances, such wagers, such values, and such awards maybe for non-monetary credits, promotional credits, of player trackingpoints or credits.

In certain embodiments, the at least one output device 1020 is a soundgenerating device controlled by one or more sound cards. In one suchembodiment, the sound generating device includes one or more speakers orother sound generating hardware and/or software configured to generatesounds, such as by playing music for any games or by playing music forother modes of the EGM, such as an attract mode. The example EGMs 2000 aand 2000 b illustrated in FIGS. 4A and 4B each include a plurality ofspeakers 2150. In another such embodiment, the EGM provides dynamicsounds coupled with attractive multimedia images displayed on one ormore of the display devices to provide an audio-visual representation orto otherwise display full-motion video with sound to attract players tothe EGM. In certain embodiments, the EGM displays a sequence of audioand/or visual attraction messages during idle periods to attractpotential players to the EGM. The videos may be customized to provideany appropriate information.

The at least one input device 1030 may include any suitable device thatenables an input signal to be produced and received by the at least oneprocessor 1010 of the EGM.

In one embodiment, the at least one input device 1030 includes a paymentdevice configured to communicate with the at least one processor of theEGM to fund the EGM. In certain embodiments, the payment device includesone or more of: (a) a bill acceptor into which paper money is insertedto fund the EGM; (b) a ticket acceptor into which a ticket or a voucheris inserted to fund the EGM; (c) a coin slot into which coins or tokensare inserted to fund the EGM; (d) a reader or a validator for creditcards, debit cards, or credit slips into which a credit card, debitcard, or credit slip is inserted to fund the EGM; (e) a playeridentification card reader into which a player identification card isinserted to fund the EGM; or (f) any suitable combination thereof. Theexample EGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B eachinclude a combined bill and ticket acceptor 2128 and a coin slot 2126.

In one embodiment, the at least one input device 1030 includes a paymentdevice configured to enable the EGM to be funded via an electronic fundstransfer, such as a transfer of funds from a bank account. In anotherembodiment, the EGM includes a payment device configured to communicatewith a mobile device of a player, such as a mobile phone, a radiofrequency identification tag, or any other suitable wired or wirelessdevice, to retrieve relevant information associated with that player tofund the EGM. Examples of funding an EGM via communication between theEGM and a mobile device (such as a mobile phone) of a player aredescribed in U.S. Patent Application Publication No. 2013/0344942,entitled “Avatar as Security Measure for Mobile Device Use withElectronic Gaming Machine,” which is incorporated herein by reference.When the EGM is funded, the at least one processor determines the amountof funds entered and displays the corresponding amount on a creditdisplay or any other suitable display as described below.

In certain embodiments, the at least one input device 1030 includes atleast one wagering or betting device. In various embodiments, the one ormore wagering or betting devices are each: (1) a mechanical buttonsupported by the housing of the EGM (such as a hard key or aprogrammable soft key), or (2) an icon displayed on a display device ofthe EGM (described below) that is actuatable via a touch screen of theEGM (described below) or via use of a suitable input device of the EGM(such as a mouse or a joystick). One such wagering or betting device isas a maximum wager or bet device that, when actuated, causes the EGM toplace a maximum wager on a play of a game. Another such wagering orbetting device is a repeat bet device that, when actuated, causes theEGM to place a wager that is equal to the previously-placed wager on aplay of a game. A further such wagering or betting device is a bet onedevice that, when actuated, causes the EGM to increase the wager by onecredit. Generally, upon actuation of one of the wagering or bettingdevices, the quantity of credits displayed in a credit meter (describedbelow) decreases by the amount of credits wagered, while the quantity ofcredits displayed in a bet display (described below) increases by theamount of credits wagered.

In various embodiments, the at least one input device 1030 includes atleast one game play activation device. In various embodiments, the oneor more game play initiation devices are each: (1) a mechanical buttonsupported by the housing of the EGM (such as a hard key or aprogrammable soft key), or (2) an icon displayed on a display device ofthe EGM (described below) that is actuatable via a touch screen of theEGM (described below) or via use of a suitable input device of the EGM(such as a mouse or a joystick). After a player appropriately funds theEGM and places a wager, the EGM activates the game play activationdevice to enable the player to actuate the game play activation deviceto initiate a play of a game on the EGM (or another suitable sequence ofevents associated with the EGM). After the EGM receives an actuation ofthe game play activation device, the EGM initiates the play of the game.The example EGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B eachinclude a game play activation device in the form of a game playinitiation button 2132. In other embodiments, the EGM begins game playautomatically upon appropriate funding rather than upon utilization ofthe game play activation device.

In other embodiments, the at least one input device 1030 includes acashout device. In various embodiments, the cashout device is: (1) amechanical button supported by the housing of the EGM (such as a hardkey or a programmable soft key), or (2) an icon displayed on a displaydevice of the EGM (described below) that is actuatable via a touchscreen of the EGM (described below) or via use of a suitable inputdevice of the EGM (such as a mouse or a joystick). When the EGM receivesan actuation of the cashout device from a player and the player has apositive (i.e., greater-than-zero) credit balance, the EGM initiates apayout associated with the player's credit balance. The example EGMs2000 a and 2000 b illustrated in FIGS. 4A and 4B each include a cashoutdevice in the form of a cashout button 2134.

In various embodiments, the at least one input device 1030 includes aplurality of buttons that are programmable by the EGM operator to, whenactuated, cause the EGM to perform particular functions. For instance,such buttons may be hard keys, programmable soft keys, or icons icondisplayed on a display device of the EGM (described below) that areactuatable via a touch screen of the EGM (described below) or via use ofa suitable input device of the EGM (such as a mouse or a joystick). Theexample EGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B eachinclude a plurality of such buttons 2130.

In certain embodiments, the at least one input device 1030 includes atouch-screen coupled to a touch-screen controller or othertouch-sensitive display overlay to enable interaction with any imagesdisplayed on a display device (as described below). One such inputdevice is a conventional touch-screen button panel. The touch-screen andthe touch-screen controller are connected to a video controller. Inthese embodiments, signals are input to the EGM by touching the touchscreen at the appropriate locations.

In embodiments including a player tracking system, as further describedbelow, the at least one input device 1030 includes a card reader incommunication with the at least one processor of the EGM. The exampleEGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B each include acard reader 2138. The card reader is configured to read a playeridentification card inserted into the card reader.

The at least one wireless communication component 1056 includes one ormore communication interfaces having different architectures andutilizing a variety of protocols, such as (but not limited to) 802.11(WiFi); 802.15 (including Bluetooth™); 802.16 (WiMax); 802.22; cellularstandards such as CDMA, CDMA2000, and WCDMA, Radio Frequency (e.g.,RFID); infrared; and Near Field Magnetic communication protocols. The atleast one wireless communication component 1056 transmits electrical,electromagnetic, or optical signals that carry digital data streams oranalog signals representing various types of information.

The at least one wired/wireless power distribution component 1058includes components or devices that are configured to provide power toother devices. For example, in one embodiment, the at least one powerdistribution component 1058 includes a magnetic induction system that isconfigured to provide wireless power to one or more user input devicesnear the EGM. In one embodiment, a user input device docking region isprovided, and includes a power distribution component that is configuredto recharge a user input device without requiring metal-to-metalcontact. In one embodiment, the at least one power distributioncomponent 1058 is configured to distribute power to one or more internalcomponents of the EGM, such as one or more rechargeable power sources(e.g., rechargeable batteries) located at the EGM.

In certain embodiments, the at least one sensor 1060 includes at leastone of: optical sensors, pressure sensors, RF sensors, infrared sensors,image sensors, thermal sensors, and biometric sensors. The at least onesensor 1060 may be used for a variety of functions, such as: detectingmovements and/or gestures of various objects within a predeterminedproximity to the EGM; detecting the presence and/or identity of variouspersons (e.g., players, casino employees, etc.), devices (e.g., userinput devices), and/or systems within a predetermined proximity to theEGM.

The at least one data preservation component 1062 is configured todetect or sense one or more events and/or conditions that, for example,may result in damage to the EGM and/or that may result in loss ofinformation associated with the EGM. Additionally, the data preservationsystem 1062 may be operable to initiate one or more appropriateaction(s) in response to the detection of such events/conditions.

The at least one motion/gesture analysis and interpretation component1064 is configured to analyze and/or interpret information relating todetected player movements and/or gestures to determine appropriateplayer input information relating to the detected player movementsand/or gestures. For example, in one embodiment, the at least onemotion/gesture analysis and interpretation component 1064 is configuredto perform one or more of the following functions: analyze the detectedgross motion or gestures of a player; interpret the player's motion orgestures (e.g., in the context of a casino game being played) toidentify instructions or input from the player; utilize the interpretedinstructions/input to advance the game state; etc. In other embodiments,at least a portion of these additional functions may be implemented at aremote system or device.

The at least one portable power source 1068 enables the EGM to operatein a mobile environment. For example, in one embodiment, the EGM 300includes one or more rechargeable batteries.

The at least one geolocation module 1076 is configured to acquiregeolocation information from one or more remote sources and use theacquired geolocation information to determine information relating to arelative and/or absolute position of the EGM. For example, in oneimplementation, the at least one geolocation module 1076 is configuredto receive GPS signal information for use in determining the position orlocation of the EGM. In another implementation, the at least onegeolocation module 1076 is configured to receive multiple wirelesssignals from multiple remote devices (e.g., EGMs, servers, wirelessaccess points, etc.) and use the signal information to computeposition/location information relating to the position or location ofthe EGM.

The at least one user identification module 1077 is configured todetermine the identity of the current user or current owner of the EGM.For example, in one embodiment, the current user is required to performa login process at the EGM in order to access one or more features.Alternatively, the EGM is configured to automatically determine theidentity of the current user based on one or more external signals, suchas an RFID tag or badge worn by the current user and that provides awireless signal to the EGM that is used to determine the identity of thecurrent user. In at least one embodiment, various security features areincorporated into the EGM to prevent unauthorized users from accessingconfidential or sensitive information.

The at least one information filtering module 1079 is configured toperform filtering (e.g., based on specified criteria) of selectedinformation to be displayed at one or more displays 1035 of the EGM.

In various embodiments, the EGM includes a plurality of communicationports configured to enable the at least one processor of the EGM tocommunicate with and to operate with external peripherals, such as:accelerometers, arcade sticks, bar code readers, bill validators,biometric input devices, bonus devices, button panels, card readers,coin dispensers, coin hoppers, display screens or other displays orvideo sources, expansion buses, information panels, keypads, lights,mass storage devices, microphones, motion sensors, motors, printers,reels, SCSI ports, solenoids, speakers, thumbsticks, ticket readers,touch screens, trackballs, touchpads, wheels, and wireless communicationdevices. U.S. Pat. No. 7,290,072 describes a variety of EGMs includingone or more communication ports that enable the EGMs to communicate andoperate with one or more external peripherals.

As generally described above, in certain embodiments, such as theexample EGMs 2000 a and 2000 b illustrated in FIGS. 4A and 4B, the EGMhas a support structure, housing, or cabinet that provides support for aplurality of the input devices and the output devices of the EGM.Further, the EGM is configured such that a player may operate it whilestanding or sitting. In various embodiments, the EGM is positioned on abase or stand, or is configured as a pub-style tabletop game (not shown)that a player may operate typically while sitting. As illustrated by thedifferent example EGMs 2000 a and 2000 b shown in FIGS. 4A and 4B, EGMsmay have varying housing and display configurations.

In certain embodiments, the EGM is a device that has obtained approvalfrom a regulatory gaming commission, and in other embodiments, the EGMis a device that has not obtained approval from a regulatory gamingcommission.

The EGMs described above are merely three examples of different types ofEGMs. Certain of these example EGMs may include one or more elementsthat may not be included in all gaming systems, and these example EGMsmay not include one or more elements that are included in other gamingsystems. For example, certain EGMs include a coin acceptor while othersdo not.

Operation of Primary or Base Games and/or Secondary or Bonus Games

In various embodiments, an EGM may be implemented in one of a variety ofdifferent configurations. In various embodiments, the EGM may beimplemented as one of: (a) a dedicated EGM in which computerized gameprograms executable by the EGM for controlling any primary or base games(referred to herein as “primary games”) and/or any secondary or bonusgames or other functions (referred to herein as “secondary games”)displayed by the EGM are provided with the EGM before delivery to agaming establishment or before being provided to a player; and (b) achangeable EGM in which computerized game programs executable by the EGMfor controlling any primary games and/or secondary games displayed bythe EGM are downloadable or otherwise transferred to the EGM through adata network or remote communication link; from a USB drive, flashmemory card, or other suitable memory device; or in any other suitablemanner after the EGM is physically located in a gaming establishment orafter the EGM is provided to a player.

As generally explained above, in various embodiments in which the gamingsystem includes a central server, central controller, or remote host anda changeable EGM, the at least one memory device of the central server,central controller, or remote host stores different game programs andinstructions executable by the at least one processor of the changeableEGM to control one or more primary games and/or secondary gamesdisplayed by the changeable EGM. More specifically, each such executablegame program represents a different game or a different type of gamethat the at least one changeable EGM is configured to operate. In oneexample, certain of the game programs are executable by the changeableEGM to operate games having the same or substantially the same game playbut different paytables. In different embodiments, each executable gameprogram is associated with a primary game, a secondary game, or both. Incertain embodiments, an executable game program is executable by the atleast one processor of the at least one changeable EGM as a secondarygame to be played simultaneously with a play of a primary game (whichmay be downloaded to or otherwise stored on the at least one changeableEGM), or vice versa.

In operation of such embodiments, the central server, centralcontroller, or remote host is configured to communicate one or more ofthe stored executable game programs to the at least one processor of thechangeable EGM. In different embodiments, a stored executable gameprogram is communicated or delivered to the at least one processor ofthe changeable EGM by: (a) embedding the executable game program in adevice or a component (such as a microchip to be inserted into thechangeable EGM); (b) writing the executable game program onto a disc orother media; or (c) uploading or streaming the executable game programover a data network (such as a dedicated data network). After theexecutable game program is communicated from the central server, centralcontroller, or remote host to the changeable EGM, the at least oneprocessor of the changeable EGM executes the executable game program toenable the primary game and/or the secondary game associated with thatexecutable game program to be played using the display device(s) and/orthe input device(s) of the changeable EGM. That is, when an executablegame program is communicated to the at least one processor of thechangeable EGM, the at least one processor of the changeable EGM changesthe game or the type of game that may be played using the changeableEGM.

In certain embodiments, the gaming system randomly determines any gameoutcome(s) (such as a win outcome) and/or award(s) (such as a quantityof credits to award for the win outcome) for a play of a primary gameand/or a play of a secondary game based on probability data. In certainsuch embodiments, this random determination is provided throughutilization of an RNG, such as a true RNG or a pseudo RNG, or any othersuitable randomization process. In one such embodiment, each gameoutcome or award is associated with a probability, and the gaming systemgenerates the game outcome(s) and/or the award(s) to be provided basedon the associated probabilities. In these embodiments, since the gamingsystem generates game outcomes and/or awards randomly or based on one ormore probability calculations, there is no certainty that the gamingsystem will ever provide any specific game outcome and/or award.

In certain embodiments, the gaming system maintains one or morepredetermined pools or sets of predetermined game outcomes and/orawards. In certain such embodiments, upon generation or receipt of agame outcome and/or award request, the gaming system independentlyselects one of the predetermined game outcomes and/or awards from theone or more pools or sets. The gaming system flags or marks the selectedgame outcome and/or award as used. Once a game outcome or an award isflagged as used, it is prevented from further selection from itsrespective pool or set; that is, the gaming system does not select thatgame outcome or award upon another game outcome and/or award request.The gaming system provides the selected game outcome and/or award.Examples of this type of award evaluation are described in U.S. Pat. No.7,470,183, entitled “Finite Pool Gaming Method and Apparatus”; U.S. Pat.No. 7,563,163, entitled “Gaming Device Including Outcome Pools forProviding Game Outcomes”; U.S. Pat. No. 7,833,092, entitled “Method andSystem for Compensating for Player Choice in a Game of Chance”; U.S.Pat. No. 8,070,579, entitled “Bingo System with Downloadable CommonPatterns”; and U.S. Pat. No. 8,398,472, entitled “Central DeterminationPoker Game,” which are incorporated herein by reference.

In certain embodiments, the gaming system determines a predeterminedgame outcome and/or award based on the results of a bingo, keno, orlottery game. In certain such embodiments, the gaming system utilizesone or more bingo, keno, or lottery games to determine the predeterminedgame outcome and/or award provided for a primary game and/or a secondarygame. The gaming system is provided or associated with a bingo card.Each bingo card consists of a matrix or array of elements, wherein eachelement is designated with separate indicia. After a bingo card isprovided, the gaming system randomly selects or draws a plurality of theelements. As each element is selected, a determination is made as towhether the selected element is present on the bingo card. If theselected element is present on the bingo card, that selected element onthe provided bingo card is marked or flagged. This process of selectingelements and marking any selected elements on the provided bingo cardscontinues until one or more predetermined patterns are marked on one ormore of the provided bingo cards. After one or more predeterminedpatterns are marked on one or more of the provided bingo cards, gameoutcome and/or award is determined based, at least in part, on theselected elements on the provided bingo cards. Examples of this type ofaward determination are described in U.S. Pat. No. 7,753,774, entitled“Using Multiple Bingo Cards to Represent Multiple Slot Paylines andOther Class III Game Options”; U.S. Pat. No. 7,731,581, entitled“Multi-Player Bingo Game with Multiple Alternative Outcome Displays”;U.S. Pat. No. 7,955,170, entitled “Providing Non-Bingo Outcomes for aBingo Game”; U.S. Pat. No. 8,070,579, entitled “Bingo System withDownloadable Common Patterns”; and U.S. Pat. No. 8,500,538, entitled“Bingo Gaming System and Method for Providing Multiple Outcomes fromSingle Bingo Pattern,” which are incorporated herein by reference.

In certain embodiments in which the gaming system includes a centralserver, central controller, or remote host and an EGM, the EGM isconfigured to communicate with the central server, central controller,or remote host for monitoring purposes only. In such embodiments, theEGM determines the game outcome(s) and/or award(s) to be provided in anyof the manners described above, and the central server, centralcontroller, or remote host monitors the activities and events occurringon the EGM. In one such embodiment, the gaming system includes areal-time or online accounting and gaming information system configuredto communicate with the central server, central controller, or remotehost. In this embodiment, the accounting and gaming information systemincludes: (a) a player database configured to store player profiles, (b)a player tracking module configured to track players (as describedbelow), and (c) a credit system configured to provide automatedtransactions. Examples of such accounting systems are described in U.S.Pat. No. 6,913,534, entitled “Gaming Machine Having a Lottery Game andCapability for Integration with Gaming Device Accounting System andPlayer Tracking System,” and U.S. Pat. No. 8,597,116, entitled “VirtualPlayer Tracking and Related Services,” which are incorporated herein byreference.

As noted above, in various embodiments, the gaming system includes oneor more executable game programs executable by at least one processor ofthe gaming system to provide one or more primary games and one or moresecondary games. The primary game(s) and the secondary game(s) maycomprise any suitable games and/or wagering games, such as, but notlimited to: electromechanical or video slot or spinning reel type games;video card games such as video draw poker, multi-hand video draw poker,other video poker games, video blackjack games, and video baccaratgames; video keno games; video bingo games; and video selection games.

In certain embodiments in which the primary game is a slot or spinningreel type game, the gaming system includes one or more reels in eitheran electromechanical form with mechanical rotating reels or in a videoform with simulated reels and movement thereof. Each reel displays aplurality of indicia or symbols, such as bells, hearts, fruits, numbers,letters, bars, or other images that typically correspond to a themeassociated with the gaming system. In certain such embodiments, thegaming system includes one or more paylines associated with the reels.The example EGM 2000 b shown in FIG. 4B includes a payline 1152 and aplurality of reels 1154. In certain embodiments, one or more of thereels are independent reels or unisymbol reels. In such embodiments,each independent reel generates and displays one symbol.

In various embodiments, one or more of the paylines is horizontal,vertical, circular, diagonal, angled, or any suitable combinationthereof. In other embodiments, each of one or more of the paylines isassociated with a plurality of adjacent symbol display areas on arequisite number of adjacent reels. In one such embodiment, one or morepaylines are formed between at least two symbol display areas that areadjacent to each other by either sharing a common side or sharing acommon corner (i.e., such paylines are connected paylines). The gamingsystem enables a wager to be placed on one or more of such paylines toactivate such paylines. In other embodiments in which one or morepaylines are formed between at least two adjacent symbol display areas,the gaming system enables a wager to be placed on a plurality of symboldisplay areas, which activates those symbol display areas.

In various embodiments, the gaming system provides one or more awardsafter a spin of the reels when specified types and/or configurations ofthe indicia or symbols on the reels occur on an active payline orotherwise occur in a winning pattern, occur on the requisite number ofadjacent reels, and/or occur in a scatter pay arrangement.

In certain embodiments, the gaming system employs a ways to win awarddetermination. In these embodiments, any outcome to be provided isdetermined based on a number of associated symbols that are generated inactive symbol display areas on the requisite number of adjacent reels(i.e., not on paylines passing through any displayed winning symbolcombinations). If a winning symbol combination is generated on thereels, one award for that occurrence of the generated winning symbolcombination is provided. Examples of ways to win award determinationsare described in U.S. Pat. No. 8,012,011, entitled “Gaming Device andMethod Having Independent Reels and Multiple Ways of Winning”; U.S. Pat.No. 8,241,104, entitled “Gaming Device and Method Having DesignatedRules for Determining Ways To Win”; and U.S. Pat. No. 8,430,739,entitled “Gaming System and Method Having Wager Dependent DifferentSymbol Evaluations,” which are incorporated herein by reference.

In various embodiments, the gaming system includes a progressive award.Typically, a progressive award includes an initial amount and anadditional amount funded through a portion of each wager placed toinitiate a play of a primary game. When one or more triggering eventsoccurs, the gaming system provides at least a portion of the progressiveaward. After the gaming system provides the progressive award, an amountof the progressive award is reset to the initial amount and a portion ofeach subsequent wager is allocated to the next progressive award.Examples of progressive gaming systems are described in U.S. Pat. No.7,585,223, entitled “Server Based Gaming System Having MultipleProgressive Awards”; U.S. Pat. No. 7,651,392, entitled “Gaming DeviceSystem Having Partial Progressive Payout”; U.S. Pat. No. 7,666,093,entitled “Gaming Method and Device Involving Progressive Wagers”; U.S.Pat. No. 7,780,523, entitled “Server Based Gaming System Having MultipleProgressive Awards”; and U.S. Pat. No. 8,337,298, entitled “GamingDevice Having Multiple Different Types of Progressive Awards,” which areincorporated herein by reference

As generally noted above, in addition to providing winning credits orother awards for one or more plays of the primary game(s), in variousembodiments the gaming system provides credits or other awards for oneor more plays of one or more secondary games. The secondary gametypically enables an award to be obtained addition to any award obtainedthrough play of the primary game(s). The secondary game(s) typicallyproduces a higher level of player excitement than the primary game(s)because the secondary game(s) provides a greater expectation of winningthan the primary game(s) and is accompanied with more attractive orunusual features than the primary game(s). The secondary game(s) may beany type of suitable game, either similar to or completely differentfrom the primary game.

In various embodiments, the gaming system automatically provides orinitiates the secondary game upon the occurrence of a triggering eventor the satisfaction of a qualifying condition. In other embodiments, thegaming system initiates the secondary game upon the occurrence of thetriggering event or the satisfaction of the qualifying condition andupon receipt of an initiation input. In certain embodiments, thetriggering event or qualifying condition is a selected outcome in theprimary game(s) or a particular arrangement of one or more indicia on adisplay device for a play of the primary game(s), such as a “BONUS”symbol appearing on three adjacent reels along a payline following aspin of the reels for a play of the primary game. In other embodiments,the triggering event or qualifying condition occurs based on a certainamount of game play (such as number of games, number of credits, amountof time) being exceeded, or based on a specified number of points beingearned during game play. Any suitable triggering event or qualifyingcondition or any suitable combination of a plurality of differenttriggering events or qualifying conditions may be employed.

In other embodiments, at least one processor of the gaming systemrandomly determines when to provide one or more plays of one or moresecondary games. In one such embodiment, no apparent reason is providedfor providing the secondary game. In this embodiment, qualifying for asecondary game is not triggered by the occurrence of an event in anyprimary game or based specifically on any of the plays of any primarygame. That is, qualification is provided without any explanation or,alternatively, with a simple explanation. In another such embodiment,the gaming system determines qualification for a secondary game at leastpartially based on a game triggered or symbol triggered event, such asat least partially based on play of a primary game.

In various embodiments, after qualification for a secondary game hasbeen determined, the secondary game participation may be enhancedthrough continued play on the primary game. Thus, in certainembodiments, for each secondary game qualifying event, such as asecondary game symbol, that is obtained, a given number of secondarygame wagering points or credits is accumulated in a “secondary gamemeter” configured to accrue the secondary game wagering credits orentries toward eventual participation in the secondary game. In one suchembodiment, the occurrence of multiple such secondary game qualifyingevents in the primary game results in an arithmetic or exponentialincrease in the number of secondary game wagering credits awarded. Inanother such embodiment, any extra secondary game wagering credits maybe redeemed during the secondary game to extend play of the secondarygame.

In certain embodiments, no separate entry fee or buy-in for thesecondary game is required. That is, entry into the secondary gamecannot be purchased; rather, in these embodiments entry must be won orearned through play of the primary game, thereby encouraging play of theprimary game. In other embodiments, qualification for the secondary gameis accomplished through a simple “buy-in.” For example, qualificationthrough other specified activities is unsuccessful, payment of a fee orplacement of an additional wager “buys-in” to the secondary game. Incertain embodiments, a separate side wager must be placed on thesecondary game or a wager of a designated amount must be placed on theprimary game to enable qualification for the secondary game. In theseembodiments, the secondary game triggering event must occur and the sidewager (or designated primary game wager amount) must have been placedfor the secondary game to trigger.

In various embodiments in which the gaming system includes a pluralityof EGMs, the EGMs are configured to communicate with one another toprovide a group gaming environment. In certain such embodiments, theEGMs enable players of those EGMs to work in conjunction with oneanother, such as by enabling the players to play together as a team orgroup, to win one or more awards. In other such embodiments, the EGMsenable players of those EGMs to compete against one another for one ormore awards. In one such embodiment, the EGMs enable the players ofthose EGMs to participate in one or more gaming tournaments for one ormore awards. Examples of group gaming systems are described in U.S. Pat.No. 8,070,583, entitled “Server Based Gaming System and Method forSelectively Providing One or More Different Tournaments”; U.S. Pat. No.8,500,548, entitled “Gaming System and Method for Providing TeamProgressive Awards”; and U.S. Pat. No. 8,562,423, entitled “Method andApparatus for Rewarding Multiple Game Players for a Single Win,” whichare incorporated herein by reference.

In various embodiments, the gaming system includes one or more playertracking systems. Such player tracking systems enable operators of thegaming system (such as casinos or other gaming establishments) torecognize the value of customer loyalty by identifying frequentcustomers and rewarding them for their patronage. Such a player trackingsystem is configured to track a player's gaming activity. In one suchembodiment, the player tracking system does so through the use of playertracking cards. In this embodiment, a player is issued a playeridentification card that has an encoded player identification numberthat uniquely identifies the player. When the player's playing trackingcard is inserted into a card reader of the gaming system to begin agaming session, the card reader reads the player identification numberoff the player tracking card to identify the player. The gaming systemtimely tracks any suitable information or data relating to theidentified player's gaming session. The gaming system also timely trackswhen the player tracking card is removed to conclude play for thatgaming session. In another embodiment, rather than requiring insertionof a player tracking card into the card reader, the gaming systemutilizes one or more portable devices, such as a mobile phone, a radiofrequency identification tag, or any other suitable wireless device, totrack when a gaming session begins and ends. In another embodiment, thegaming system utilizes any suitable biometric technology or tickettechnology to track when a gaming session begins and ends.

In such embodiments, during one or more gaming sessions, the gamingsystem tracks any suitable information or data, such as any amountswagered, average wager amounts, and/or the time at which these wagersare placed. In different embodiments, for one or more players, theplayer tracking system includes the player's account number, theplayer's card number, the player's first name, the player's surname, theplayer's preferred name, the player's player tracking ranking, anypromotion status associated with the player's player tracking card, theplayer's address, the player's birthday, the player's anniversary, theplayer's recent gaming sessions, or any other suitable data. In variousembodiments, such tracked information and/or any suitable featureassociated with the player tracking system is displayed on a playertracking display. In various embodiments, such tracked informationand/or any suitable feature associated with the player tracking systemis displayed via one or more service windows that are displayed on thecentral display device and/or the upper display device. Examples ofplayer tracking systems are described in U.S. Pat. No. 6,722,985,entitled “Universal Player Tracking System”; U.S. Pat. No. 6,908,387,entitled “Player Tracking Communication Mechanisms in a Gaming Machine”;U.S. Pat. No. 7,311,605, entitled “Player Tracking Assembly for CompletePatron Tracking for Both Gaming and Non-Gaming Casino Activity”; U.S.Pat. No. 7,611,411, entitled “Player Tracking Instruments HavingMultiple Communication Modes”; U.S. Pat. No. 7,617,151, entitled“Alternative Player Tracking Techniques”; and U.S. Pat. No. 8,057,298,entitled “Virtual Player Tracking and Related Services,” which areincorporated herein by reference.

Web-Based Gaming

In various embodiments, the gaming system includes one or more serversconfigured to communicate with a personal gaming device—such as asmartphone, a tablet computer, a desktop computer, or a laptopcomputer—to enable web-based game play using the personal gaming device.In various embodiments, the player must first access a gaming websitevia an Internet browser of the personal gaming device or execute anapplication (commonly called an “app”) installed on the personal gamingdevice before the player can use the personal gaming device toparticipate in web-based game play. In certain embodiments, the one ormore servers and the personal gaming device operate in a thin-clientenvironment. In these embodiments, the personal gaming device receivesinputs via one or more input devices (such as a touch screen and/orphysical buttons), the personal gaming device sends the received inputsto the one or more servers, the one or more servers make variousdeterminations based on the inputs and determine content to be displayed(such as a randomly determined game outcome and corresponding award),the one or more servers send the content to the personal gaming device,and the personal gaming device displays the content.

In certain such embodiments, the one or more servers must identify theplayer before enabling game play on the personal gaming device (or, insome embodiments, before enabling monetary wager-based game play on thepersonal gaming device). In these embodiments, the player must identifyherself to the one or more servers, such as by inputting the player'sunique username and password combination, providing an input to abiometric sensor (e.g., a fingerprint sensor, a retinal sensor, a voicesensor, or a facial-recognition sensor), or providing any other suitableinformation.

Once identified, the one or more servers enable the player to establishan account balance from which the player can draw credits usable towager on plays of a game. In certain embodiments, the one or moreservers enable the player to initiate an electronic funds transfer totransfer funds from a bank account to the player's account balance. Inother embodiments, the one or more servers enable the player to make apayment using the player's credit card, debit card, or other suitabledevice to add money to the player's account balance. In otherembodiments, the one or more servers enable the player to add money tothe player's account balance via a peer-to-peer type application, suchas PayPal or Venmo. The one or more servers also enable the player tocash out the player's account balance (or part of it) in any suitablemanner, such as via an electronic funds transfer, by initiating creationof a paper check that is mailed to the player, or by initiating printingof a voucher at a kiosk in a gaming establishment.

In certain embodiments, the one or more servers include a payment serverthat handles establishing and cashing out players' account balances anda separate game server configured to determine the outcome and anyassociated award for a play of a game. In these embodiments, the gameserver is configured to communicate with the personal gaming device andthe payment device, and the personal gaming device and the paymentdevice are not configured to directly communicate with one another. Inthese embodiments, when the game server receives data representing arequest to start a play of a game at a desired wager, the game serversends data representing the desired wager to the payment server. Thepayment server determines whether the player's account balance can coverthe desired wager (i.e., includes a monetary balance at least equal tothe desired wager).

If the payment server determines that the player's account balancecannot cover the desired wager, the payment server notifies the gameserver, which then instructs the personal gaming device to display asuitable notification to the player that the player's account balance istoo low to place the desired wager. If the payment server determinesthat the player's account balance can cover the desired wager, thepayment server deducts the desired wager from the account balance andnotifies the game server. The game server then determines an outcome andany associated award for the play of the game. The game server notifiesthe payment server of any nonzero award, and the payment serverincreases the player's account balance by the nonzero award. The gameserver sends data representing the outcome and any award to the personalgaming device, which displays the outcome and any award.

In certain embodiments, the one or more servers enable web-based gameplay using a personal gaming device only if the personal gaming devicesatisfies one or more jurisdictional requirements. In one embodiment,the one or more servers enable web-based game play using the personalgaming device only if the personal gaming device is located within adesignated geographic area (such as within certain state or county linesor within the boundaries of a gaming establishment). In this embodiment,the geolocation module of the personal gaming device determines thelocation of the personal gaming device and sends the location to the oneor more servers, which determine whether the personal gaming device islocated within the designated geographic area. In various embodiments,the one or more servers enable non-monetary wager-based game play if thepersonal gaming device is located outside of the designated geographicarea.

In various embodiments, the gaming system includes an EGM configured tocommunicate with a personal gaming device—such as a smartphone, a tabletcomputer, a desktop computer, or a laptop computer—to enable tetheredmobile game play using the personal gaming device. Generally, in theseembodiments, the EGM establishes communication with the personal gamingdevice and enables the player to play games on the EGM remotely via thepersonal gaming device. In certain embodiments, the gaming systemincludes a geo-fence system that enables tethered game play within aparticular geographic area but not outside of that geographic area.Examples of tethering an EGM to a personal gaming device and geo-fencingare described in U.S. Patent Appl. Pub. No. 2013/0267324, entitled“Remote Gaming Method Allowing Temporary Inactivation WithoutTerminating Playing Session Due to Game Inactivity,” which isincorporated herein by reference.

Social Network Integration

In certain embodiments, the gaming system is configured to communicatewith a social network server that hosts or partially hosts a socialnetworking website via a data network (such as the Internet) tointegrate a player's gaming experience with the player's socialnetworking account. This enables the gaming system to send certaininformation to the social network server that the social network servercan use to create content (such as text, an image, and/or a video) andpost it to the player's wall, newsfeed, or similar area of the socialnetworking website accessible by the player's connections (and incertain cases the public) such that the player's connections can viewthat information. This also enables the gaming system to receive certaininformation from the social network server, such as the player's likesor dislikes or the player's list of connections. In certain embodiments,the gaming system enables the player to link the player's player accountto the player's social networking account(s). This enables the gamingsystem to, once it identifies the player and initiates a gaming session(such as via the player logging in to a website (or an application) onthe player's personal gaming device or via the player inserting theplayer's player tracking card into an EGM), link that gaming session tothe player's social networking account(s). In other embodiments, thegaming system enables the player to link the player's social networkingaccount(s) to individual gaming sessions when desired by providing therequired login information.

For instance, in one embodiment, if a player wins a particular award(e.g., a progressive award or a jackpot award) or an award that exceedsa certain threshold (e.g., an award exceeding $1,000), the gaming systemsends information about the award to the social network server to enablethe server to create associated content (such as a screenshot of theoutcome and associated award) and to post that content to the player'swall (or other suitable area) of the social networking website for theplayer's connections to see (and to entice them to play). In anotherembodiment, if a player joins a multiplayer game and there is anotherseat available, the gaming system sends that information to the socialnetwork sever to enable the server to create associated content (such astext indicating a vacancy for that particular game) and to post thatcontent to the player's wall (or other suitable area) of the socialnetworking website for the player's connections to see (and to enticethem to fill the vacancy). In another embodiment, if the playerconsents, the gaming system sends advertisement information or offerinformation to the social network server to enable the social networkserver to create associated content (such as text or an image reflectingan advertisement and/or an offer) and to post that content to theplayer's wall (or other suitable area) of the social networking websitefor the player's connections to see. In another embodiment, the gamingsystem enables the player to recommend a game to the player'sconnections by posting a recommendation to the player's wall (or othersuitable area) of the social networking website.

Differentiating Certain Gaming Systems from General Purpose ComputingDevices

Certain of the gaming systems described herein, such as EGMs located ina casino or another gaming establishment, include certain componentsand/or are configured to operate in certain manners that differentiatethese systems from general purpose computing devices, i.e., certainpersonal gaming devices such as desktop computers and laptop computers.

For instance, EGMs are highly regulated to ensure fairness and, in manycases, EGMs are configured to award monetary awards up to multiplemillions of dollars. To satisfy security and regulatory requirements ina gaming environment, hardware and/or software architectures areimplemented in EGMs that differ significantly from those of generalpurpose computing devices. For purposes of illustration, a descriptionof EGMs relative to general purpose computing devices and some examplesof these additional (or different) hardware and/or softwarearchitectures found in EGMs are described below.

At first glance, one might think that adapting general purpose computingdevice technologies to the gaming industry and EGMs would be a simpleproposition because both general purpose computing devices and EGMsemploy processors that control a variety of devices. However, due to atleast: (1) the regulatory requirements placed on EGMs, (2) the harshenvironment in which EGMs operate, (3) security requirements, and (4)fault tolerance requirements, adapting general purpose computing devicetechnologies to EGMs can be quite difficult. Further, techniques andmethods for solving a problem in the general purpose computing deviceindustry, such as device compatibility and connectivity issues, mightnot be adequate in the gaming industry. For instance, a fault or aweakness tolerated in a general purpose computing device, such assecurity holes in software or frequent crashes, is not tolerated in anEGM because in an EGM these faults can lead to a direct loss of fundsfrom the EGM, such as stolen cash or loss of revenue when the EGM is notoperating properly or when the random outcome determination ismanipulated.

Certain differences between general purpose computing devices and EGMsare described below. A first difference between EGMs and general purposecomputing devices is that EGMs are state-based systems. A state-basedsystem stores and maintains its current state in a non-volatile memorysuch that, in the event of a power failure or other malfunction, thestate-based system can return to that state when the power is restoredor the malfunction is remedied. For instance, for a state-based EGM, ifthe EGM displays an award for a game of chance but the power to the EGMfails before the EGM provides the award to the player, the EGM storesthe pre-power failure state in a non-volatile memory, returns to thatstate upon restoration of power, and provides the award to the player.This requirement affects the software and hardware design on EGMs.General purpose computing devices are not state-based machines, and amajority of data is usually lost when a malfunction occurs on a generalpurpose computing device.

A second difference between EGMs and general purpose computing devicesis that, for regulatory purposes, the software on the EGM utilized tooperate the EGM has been designed to be static and monolithic to preventcheating by the operator of the EGM. For instance, one solution that hasbeen employed in the gaming industry to prevent cheating and to satisfyregulatory requirements has been to manufacture an EGM that can use aproprietary processor running instructions to provide the game of chancefrom an EPROM or other form of non-volatile memory. The codinginstructions on the EPROM are static (non-changeable) and must beapproved by a gaming regulators in a particular jurisdiction andinstalled in the presence of a person representing the gamingjurisdiction. Any changes to any part of the software required togenerate the game of chance, such as adding a new device driver used tooperate a device during generation of the game of chance, can requireburning a new EPROM approved by the gaming jurisdiction and reinstallingthe new EPROM on the EGM in the presence of a gaming regulator.Regardless of whether the EPROM solution is used, to gain approval inmost gaming jurisdictions, an EGM must demonstrate sufficient safeguardsthat prevent an operator or a player of an EGM from manipulating theEGM's hardware and software in a manner that gives him an unfair, and insome cases illegal, advantage.

A third difference between EGMs and general purpose computing devices isauthentication—EGMs storing code are configured to authenticate the codeto determine if the code is unaltered before executing the code. If thecode has been altered, the EGM prevents the code from being executed.The code authentication requirements in the gaming industry affect bothhardware and software designs on EGMs. Certain EGMs use hash functionsto authenticate code. For instance, one EGM stores game program code, ahash function, and an authentication hash (which may be encrypted).Before executing the game program code, the EGM hashes the game programcode using the hash function to obtain a result hash and compares theresult hash to the authentication hash. If the result hash matches theauthentication hash, the EGM determines that the game program code isvalid and executes the game program code. If the result hash does notmatch the authentication hash, the EGM determines that the game programcode has been altered (i.e., may have been tampered with) and preventsexecution of the game program code. Examples of EGM code authenticationare described in U.S. Pat. No. 6,962,530, entitled “Authentication in aSecure Computerized Gaming System”; U.S. Pat. No. 7,043,641, entitled“Encryption in a Secure Computerized Gaming System”; U.S. Pat. No.7,201,662, entitled “Method and Apparatus for Software Authentication”;and U.S. Pat. No. 8,627,097, entitled “System and Method EnablingParallel Processing of Hash Functions Using Authentication CheckpointHashes,” which are incorporated herein by reference.

A fourth difference between EGMs and general purpose computing devicesis that EGMs have unique peripheral device requirements that differ fromthose of a general purpose computing device, such as peripheral devicesecurity requirements not usually addressed by general purpose computingdevices. For instance, monetary devices, such as coin dispensers, billvalidators, and ticket printers and computing devices that are used togovern the input and output of cash or other items having monetary value(such as tickets) to and from an EGM have security requirements that arenot typically addressed in general purpose computing devices. Therefore,many general purpose computing device techniques and methods developedto facilitate device connectivity and device compatibility do notaddress the emphasis placed on security in the gaming industry.

To address some of the issues described above, a number ofhardware/software components and architectures are utilized in EGMs thatare not typically found in general purpose computing devices. Thesehardware/software components and architectures, as described below inmore detail, include but are not limited to watchdog timers, voltagemonitoring systems, state-based software architecture and supportinghardware, specialized communication interfaces, security monitoring, andtrusted memory.

Certain EGMs use a watchdog timer to provide a software failuredetection mechanism. In a normally-operating EGM, the operating softwareperiodically accesses control registers in the watchdog timer subsystemto “re-trigger” the watchdog. Should the operating software fail toaccess the control registers within a preset timeframe, the watchdogtimer will timeout and generate a system reset. Typical watchdog timercircuits include a loadable timeout counter register to enable theoperating software to set the timeout interval within a certain range oftime. A differentiating feature of some circuits is that the operatingsoftware cannot completely disable the function of the watchdog timer.In other words, the watchdog timer always functions from the time poweris applied to the board.

Certain EGMs use several power supply voltages to operate portions ofthe computer circuitry. These can be generated in a central power supplyor locally on the computer board. If any of these voltages falls out ofthe tolerance limits of the circuitry they power, unpredictableoperation of the EGM may result. Though most modern general purposecomputing devices include voltage monitoring circuitry, these types ofcircuits only report voltage status to the operating software. Out oftolerance voltages can cause software malfunction, creating a potentialuncontrolled condition in the general purpose computing device. CertainEGMs have power supplies with relatively tighter voltage margins thanthat required by the operating circuitry. In addition, the voltagemonitoring circuitry implemented in certain EGMs typically has twothresholds of control. The first threshold generates a software eventthat can be detected by the operating software and an error conditionthen generated. This threshold is triggered when a power supply voltagefalls out of the tolerance range of the power supply, but is stillwithin the operating range of the circuitry. The second threshold is setwhen a power supply voltage falls out of the operating tolerance of thecircuitry. In this case, the circuitry generates a reset, haltingoperation of the EGM.

As described above, certain EGMs are state-based machines. Differentfunctions of the game provided by the EGM (e.g., bet, play, result,points in the graphical presentation, etc.) may be defined as a state.When the EGM moves a game from one state to another, the EGM storescritical data regarding the game software in a custom non-volatilememory subsystem. This ensures that the player's wager and credits arepreserved and to minimize potential disputes in the event of amalfunction on the EGM. In general, the EGM does not advance from afirst state to a second state until critical information that enablesthe first state to be reconstructed has been stored. This featureenables the EGM to recover operation to the current state of play in theevent of a malfunction, loss of power, etc. that occurred just beforethe malfunction. In at least one embodiment, the EGM is configured tostore such critical information using atomic transactions.

Generally, an atomic operation in computer science refers to a set ofoperations that can be combined so that they appear to the rest of thesystem to be a single operation with only two possible outcomes: successor failure. As related to data storage, an atomic transaction may becharacterized as series of database operations which either all occur,or all do not occur. A guarantee of atomicity prevents updates to thedatabase occurring only partially, which can result in data corruption.

To ensure the success of atomic transactions relating to criticalinformation to be stored in the EGM memory before a failure event (e.g.,malfunction, loss of power, etc.), memory that includes one or more ofthe following criteria be used: direct memory access capability; dataread/write capability which meets or exceeds minimum read/write accesscharacteristics (such as at least 5.08 Mbytes/sec (Read) and/or at least38.0 Mbytes/sec (Write)). Memory devices that meet or exceed the abovecriteria may be referred to as “fault-tolerant” memory devices.

Typically, battery-backed RAM devices may be configured to function asfault-tolerant devices according to the above criteria, whereas flashRAM and/or disk drive memory are typically not configurable to functionas fault-tolerant devices according to the above criteria. Accordingly,battery-backed RAM devices are typically used to preserve EGM criticaldata, although other types of non-volatile memory devices may beemployed. These memory devices are typically not used in typical generalpurpose computing devices.

Thus, in at least one embodiment, the EGM is configured to storecritical information in fault-tolerant memory (e.g., battery-backed RAMdevices) using atomic transactions. Further, in at least one embodiment,the fault-tolerant memory is able to successfully complete all desiredatomic transactions (e.g., relating to the storage of EGM criticalinformation) within a time period of 200 milliseconds or less. In atleast one embodiment, the time period of 200 milliseconds represents amaximum amount of time for which sufficient power may be available tothe various EGM components after a power outage event has occurred atthe EGM.

As described previously, the EGM may not advance from a first state to asecond state until critical information that enables the first state tobe reconstructed has been atomically stored. After the state of the EGMis restored during the play of a game of chance, game play may resumeand the game may be completed in a manner that is no different than ifthe malfunction had not occurred. Thus, for example, when a malfunctionoccurs during a game of chance, the EGM may be restored to a state inthe game of chance just before when the malfunction occurred. Therestored state may include metering information and graphicalinformation that was displayed on the EGM in the state before themalfunction. For example, when the malfunction occurs during the play ofa card game after the cards have been dealt, the EGM may be restoredwith the cards that were previously displayed as part of the card game.As another example, a bonus game may be triggered during the play of agame of chance in which a player is required to make a number ofselections on a video display screen. When a malfunction has occurredafter the player has made one or more selections, the EGM may berestored to a state that shows the graphical presentation just beforethe malfunction including an indication of selections that have alreadybeen made by the player. In general, the EGM may be restored to anystate in a plurality of states that occur in the game of chance thatoccurs while the game of chance is played or to states that occurbetween the play of a game of chance.

Game history information regarding previous games played such as anamount wagered, the outcome of the game, and the like may also be storedin a non-volatile memory device. The information stored in thenon-volatile memory may be detailed enough to reconstruct a portion ofthe graphical presentation that was previously presented on the EGM andthe state of the EGM (e.g., credits) at the time the game of chance wasplayed. The game history information may be utilized in the event of adispute. For example, a player may decide that in a previous game ofchance that they did not receive credit for an award that they believedthey won. The game history information may be used to reconstruct thestate of the EGM before, during, and/or after the disputed game todemonstrate whether the player was correct or not in the player'sassertion. Examples of a state-based EGM, recovery from malfunctions,and game history are described in U.S. Pat. No. 6,804,763, entitled“High Performance Battery Backed RAM Interface”; U.S. Pat. No.6,863,608, entitled “Frame Capture of Actual Game Play”; U.S. Pat. No.7,111,141, entitled “Dynamic NV-RAM”; and U.S. Pat. No. 7,384,339,entitled, “Frame Capture of Actual Game Play,” which are incorporatedherein by reference.

Another feature of EGMs is that they often include unique interfaces,including serial interfaces, to connect to specific subsystems internaland external to the EGM. The serial devices may have electricalinterface requirements that differ from the “standard” EIA serialinterfaces provided by general purpose computing devices. Theseinterfaces may include, for example, Fiber Optic Serial, opticallycoupled serial interfaces, current loop style serial interfaces, etc. Inaddition, to conserve serial interfaces internally in the EGM, serialdevices may be connected in a shared, daisy-chain fashion in whichmultiple peripheral devices are connected to a single serial channel.

The serial interfaces may be used to transmit information usingcommunication protocols that are unique to the gaming industry. Forexample, IGT's Netplex is a proprietary communication protocol used forserial communication between EGMs. As another example, SAS is acommunication protocol used to transmit information, such as meteringinformation, from an EGM to a remote device. Often SAS is used inconjunction with a player tracking system.

Certain EGMs may alternatively be treated as peripheral devices to acasino communication controller and connected in a shared daisy chainfashion to a single serial interface. In both cases, the peripheraldevices are assigned device addresses. If so, the serial controllercircuitry must implement a method to generate or detect unique deviceaddresses. General purpose computing device serial ports are not able todo this.

Security monitoring circuits detect intrusion into an EGM by monitoringsecurity switches attached to access doors in the EGM cabinet. Accessviolations result in suspension of game play and can trigger additionalsecurity operations to preserve the current state of game play. Thesecircuits also function when power is off by use of a battery backup. Inpower-off operation, these circuits continue to monitor the access doorsof the EGM. When power is restored, the EGM can determine whether anysecurity violations occurred while power was off, e.g., via software forreading status registers. This can trigger event log entries and furtherdata authentication operations by the EGM software.

Trusted memory devices and/or trusted memory sources are included in anEGM to ensure the authenticity of the software that may be stored onless secure memory subsystems, such as mass storage devices. Trustedmemory devices and controlling circuitry are typically designed to notenable modification of the code and data stored in the memory devicewhile the memory device is installed in the EGM. The code and datastored in these devices may include authentication algorithms, randomnumber generators, authentication keys, operating system kernels, etc.The purpose of these trusted memory devices is to provide gamingregulatory authorities a root trusted authority within the computingenvironment of the EGM that can be tracked and verified as original.This may be accomplished via removal of the trusted memory device fromthe EGM computer and verification of the secure memory device contentsis a separate third party verification device. Once the trusted memorydevice is verified as authentic, and based on the approval of theverification algorithms included in the trusted device, the EGM isenabled to verify the authenticity of additional code and data that maybe located in the gaming computer assembly, such as code and data storedon hard disk drives. Examples of trusted memory devices are described inU.S. Pat. No. 6,685,567, entitled “Process Verification,” which isincorporated herein by reference.

In at least one embodiment, at least a portion of the trusted memorydevices/sources may correspond to memory that cannot easily be altered(e.g., “unalterable memory”) such as EPROMS, PROMS, Bios, Extended Bios,and/or other memory sources that are able to be configured, verified,and/or authenticated (e.g., for authenticity) in a secure and controlledmanner.

According to one embodiment, when a trusted information source is incommunication with a remote device via a network, the remote device mayemploy a verification scheme to verify the identity of the trustedinformation source. For example, the trusted information source and theremote device may exchange information using public and privateencryption keys to verify each other's identities. In anotherembodiment, the remote device and the trusted information source mayengage in methods using zero knowledge proofs to authenticate each oftheir respective identities.

EGMs storing trusted information may utilize apparatuses or methods todetect and prevent tampering. For instance, trusted information storedin a trusted memory device may be encrypted to prevent its misuse. Inaddition, the trusted memory device may be secured behind a locked door.Further, one or more sensors may be coupled to the memory device todetect tampering with the memory device and provide some record of thetampering. In yet another example, the memory device storing trustedinformation might be designed to detect tampering attempts and clear orerase itself when an attempt at tampering has been detected. Examples oftrusted memory devices/sources are described in U.S. Pat. No. 7,515,718,entitled “Secured Virtual Network in a Gaming Environment,” which isincorporated herein by reference.

Mass storage devices used in a general purpose computing devicestypically enable code and data to be read from and written to the massstorage device. In a gaming environment, modification of the gaming codestored on a mass storage device is strictly controlled and would only beenabled under specific maintenance type events with electronic andphysical enablers required. Though this level of security could beprovided by software, EGMs that include mass storage devices includehardware level mass storage data protection circuitry that operates atthe circuit level to monitor attempts to modify data on the mass storagedevice and will generate both software and hardware error triggersshould a data modification be attempted without the proper electronicand physical enablers being present. Examples of using a mass storagedevice are described in U.S. Pat. No. 6,149,522, entitled “Method ofAuthenticating Game Data Sets in an Electronic Casino Gaming System,”which is incorporated herein by reference.

Various changes and modifications to the present embodiments describedherein will be apparent to those skilled in the art. Such changes andmodifications can be made without departing from the spirit and scope ofthe present subject matter and without diminishing its intendedadvantages. It is therefore intended that such changes and modificationsbe covered by the appended claims.

1: A method comprising: responsive to a first occurrence of a gametriggering event: displaying, by a display device, of a first play of afirst game comprising a display of a first set of symbols generated froma plurality of different symbols, the plurality of different symbolscomprising a plurality of designated symbols, determining any awards forthe first play of the first game based on the first set of symbols,displaying, by the display device, of any determined awards for thefirst play of the first game, and accumulating any of the displayeddesignated symbols from the first play of the first game; responsive toa second occurrence of the game triggering event: responsive to lessthan a first designated quantity of the designated symbols beingaccumulated from the first play of the first game: displaying, by thedisplay device, of a second play of the first game comprising a displayof a second set of symbols generated from the plurality of differentsymbols, determining any awards for the second play of the first gamebased on the second set of symbols, displaying, by the display device,of any determined awards for the second play of the first game, andaccumulating any of the displayed designated symbols from the secondplay of the first game; and responsive to the first designated quantityof the designated symbols being accumulated from the first play of thefirst game: displaying, by the display device, of a first play of asecond game comprising a display of a third set of symbols generatedfrom the plurality of different symbols, wherein the first play of thesecond game has a greater likelihood of displaying any of the designatedsymbols than the second play of the first game, determining any awardsfor the first play of the second game based on the third set of symbols,displaying, by the display device, of any determined awards for thefirst play of the second game, and accumulating any of the displayeddesignated symbols from the first play of the second game; andresponsive to an occurrence of an accumulation of a second gametriggering designated quantity of the designated symbols: displaying, bythe display device, of a second game sequence that employs theaccumulated designated quantity of designated symbols; and displaying,by the display device, of any determined awards for the second gamesequence. 2: The method of claim 1, further comprising, responsive to athird occurrence of the game triggering event, cause the processor to:responsive to a second designated quantity of the designated symbolsgreater than the first designated quantity of the designated beingaccumulated after the first play of the second game: displaying, by thedisplay device, of a first play of a third game comprising a display ofa fourth set of symbols generated from the plurality of differentsymbols, wherein the first play of the third game has a greaterlikelihood of displaying any of the designated symbols than the firstplay of the second game, determining any awards for the first play ofthe third game; displaying, by the display device, of any determinedawards for the first play of the third game, and accumulating any of thedisplayed designated symbols from the first play of the third game. 3:The method of claim 2, further comprising, responsive to a subsequentoccurrence of the game triggering event and responsive to less than adesignated quantity of the designated symbols being accumulated,resetting the quantity of accumulated designated symbols. 4: The methodof claim 1, further comprising, responsive to a physical item beingreceived via an acceptor, establishing a credit balance based on amonetary value associated with the received physical item, andresponsive to a cashout input being received, causing an initiation ofany payout associated with the credit balance. 5: A method of operatinga gaming system, said method comprising: causing a display, by a displaydevice, of a first game sequence comprising a plurality of plays of aplurality of different games; accumulating, by a processor, anydesignated symbols that are generated and displayed during the displayedfirst game sequence, wherein for each of the plurality of plays of theplurality of different games of the first game sequence, which of thedifferent games is played depends of a quantity of the designatedsymbols accumulated during the first game sequence prior to a start ofthat play; causing a display, by the display device, of any determinedawards for the plays of the different games of the first game sequence;responsive to an accumulation of a designated quantity of the designatedsymbols, causing a display, by the display device, of a second gamesequence that employs the accumulated designated quantity of designatedsymbols; and causing a display, by the display device, of any determinedawards for the second game sequence. 6: The method of claim 5, whereinwhere a first game and a second game of the plurality of different gamesof the first game sequence have different probabilities of generatingany of the designated symbols. 7: The method of claim 6, wherein thesecond game has a higher probability of generating any of the designatedsymbols than the first game, the second game is associated with agreater accumulated quantity of designated symbols than the first game,and further comprising, responsive to the greater quantity of designatedsymbols being accumulated, displaying, by the display device, of a playof the second game for the first game sequence. 8: The method of claim6, where the second game comprises a modification of the first game. 9:The method of claim 5, wherein each of the different games havedifferent likelihoods of generating any of the designated symbols, andeach of the plurality of different games has a same average expectedpayout. 10: The method of claim 5, which comprises, responsive to anoccurrence of a reset event, resetting, by the processor, the quantityof accumulated designated symbols for the first game sequence. 11: Themethod of claim 10, wherein the reset event comprises less than aminimum quantity of designated symbols being accumulated in a designatedquantity of plays of the plurality of different games of the first gamesequence. 12: The method of claim 5, further comprising displaying, bythe display device, of the second game sequence comprising anaccumulation of additional designated symbols. 13: The method of claim5, wherein the display device comprises part of a mobile device.